RHS Level I Updates Suspended

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dwg
Posts: 319
Joined: Tue Jan 22, 2008 1:35 am

RE: RHS MicroUpdate 1.06 Level I (minor ships)

Post by dwg »

ORIGINAL: el cid again
the Allies end up with patterns of 28 on DE type vessels.

Historically the UK went as high as 14, then determined that was counterproductive (fratricide, plus limited number of attacks) and standardised on a 10 pattern - 4 DCTs to the sides, 2 DCRs firing three times at start, middle and end.
part of this rework is to rework the NEI Government Marine Djember class - and so name it that players or modders can tell even the Japanese vessels were of that origin. And to make their size, speed and durability match! The thinking seems to have been that there were a significant number of these total, and a significant number captured.

More commonly the DEFG class, with 10 laid down and six completed. 7 or 8 subsequently in IJN service. See class history at http://www.netherlandsnavy.nl/Defgclass.htm
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level I Thread: Comprehensive Update 1.10

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

At last the total review of locations is completed. I was able to devise and implement a methodology permitting a consistent approximation of economics across the board. At the same time, I discovered eratta (in locations, in land units, and in aircraft, mainly) which has all been corrected. Finally - the Downfall scenario is finally in sync for most locations - with values (and current aircraft type in production) for 1945 - along with numbers of LCU updated. It is not yet playable - but it is getting there - and it will be subject of an update about 3 stages out.

This process permitted identification of 23 changes for pwhexe.dat files, and something like 20 candidates for locations we can eliminate in Level II (permitting adding more locations in it). Most of the changes are turning rough or clear terrain to mountains for atols which are very rugged volcanoes. Three involve changing the urban hex status. The most important of these was Multan - in today's Pakistan - a huge city - it was not even Urban Light until the Partition of India. Takao (Kaohsiung) became Urban Light (vice Urban Heavy). And Mandalay became Urban Light (instead of non-urban). One hex-side pair will change from blocked to land - to permit construction of a Canadian RR project in JES scenarios. [It seems the Canadian Pacific was intended to end at Victoria - as a condition of admitting British Columbia - and the line began construction - but was never completed. It goes North along Vancouver Island - to a point it can bridge between islands - then South again to Vancouver.]

The next work will be on pwhexe.dat files - in two stages. The first stage will fold in the errors and development for Level I RHS. Until it is completed, Level I will continue to be updated with respect to improvements of various sorts. The second stage will convert the files for Level II. This will involve eliminating 10-20 locations - and moving a handful off map. Also changing a few locations (e.g. separating Clark and Subic, and moving Shortland one hex). That will permit issuing Level II. From then on, development will be focused on Level II - and on the extended map system for which new art is being made.

Having created the Level II pwhexe file versions, I will then go through the locations again - cleaning up things that are as they are now for the sake of ongoing games. With NO games in Level II - we can start "clean" - and get rid of things - or change their order - for various cosmetic and technical reasons.

Here we have massive changes to location files re locations and LCU. We have significant changes with respect to aircraft files - mainly upgrade paths and production dates. Some of these make 106 unique - it is strictly historical. Things possible in a 1941 start are no longer possible by 1945 - so some types have been eliminated - and others are badly delayed from what could have been sans war damage. There are a tiny number of device revisions and one new one which is not used (but which may be used in Level II): the "slum community" device. It is essentially a supply sink - for places with grossly excess population who do not participate in economically significant production. Unlike natives able to subsist in the wild, these people must be fed. It is an experimental concept not yet validated for use. But the device exists. Each 'squad' represents 40 people. There are a handful of new leaders. There are a handful of changes to the group files - and two new (New Zealand) squadrons (41 and 42). [42 kind of was present - as a rename of a fragment. But players would not know that, and would lose it by combining the fragment into the parent. Now the fragment will not rename - but will combine still - and the squadron forms when it did.] There are new documentation files - slightly revised Urban Hex List - JNAF aircraft list - and seasonal construction list. And there is a new RHS Open Load Screen - in its final form at last - with no less than 15 flags on it. The flags differ in proportions - using their official size ratios. The oddest one is the Portugese War Flag - which is virtually square. The bitter fight for Portugese Timor - in which not only the military but the civil population participated at great cost (without orders) - as well as the choice of Portugese nationals all over South China to join the Hong Kong Defense Force (when legally they had no obligation to fight at all) - and the existence of a Portugese expeditionary battalion caused me to finally add its colors. Portugal now has six territories on the map (3 in India, 1 in China and 2 on Timor - the 'little' one is the original colony and was long the capital of Portugese Timor. There is one warship and one transport to move the expeditionary battalion. In the current test game we have managed to get it to Timor and it has stalled the enemy attack.

The new pwhexe files are vital to the map project. Not only must they sync with the maps, they also will help generate the road/rail network for them. Development will now focus on the coordination of art, pwhexe.dat files (the 'electronic map' the computer 'uses') and the location files. We will attempt to develop off map locations and links between them (involving pwlink.dat and pwzone.dat files as well). I have established links DO work for logistics - so the Allies CAN send supplies to the USSR via Iran for example. It is possible we can have US submarines built where they (mostly) were built - on Lake Michigan (i.e Midwest USA) - and then move to the Gulf Coast and Panama - for example. That permits the subs to appear when commissioned - sooner than they appear in whatever theater - and for players to control their routing from that date on. Various things of that sort will be part of Level II development.

Scenario 99 is no longer part of RHS Level I. It DOES exist - as Level II Scenario 129. [All Level II scenarios are in the 12x series. All the others mirror their Level I numbers: e.g. 121 corresponds to 101, with the new map system.]

Stage one pwhexe.dat files (the final form for Level I) will start being issued tomorrow.





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

RE: RHS Level I Thread: Micro Update 1.11 (Acft dates, pwhexe)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is a special update to address aircraft eratta, mainly related to dates of production, and almost entirely in Scenarios 102 and 106. There is one case of a typo in the aircraft name - the Ki-65 Me-109 was named Ki-65 Me-190 instead.
This aircraft, three of which served for evaluation in the JAAF, was licensed for production in Japan, as was its engine. As well, factories were built to produce them. [The engine was used in the Ki-61 and other projects instead.] However, evaluation tests indicated the Ki-44 was a better interceptor, so the Me-109 did not enter production. We give players the option. In my view, because it can enter production sooner than the not yet developed Ki-44, it should be produced on an interim basis.

The other big thing included is the final versions of all the early pwhexe.dat files
for RHS Level I. I must complete the mid and late war files still - and that is on the table. Players reported the Me-109 naming problem, and I found the date problem while looking at it. Basically - even numbered scenarios are delayed in production - but get a different and easier way to manage aircraft production. There is no ramp up - the delay simulates the ramp up in a crude sense - and there is less player work. This is used in particular for AI scenarios - because AI has no skill at managing production.

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

RE: RHS Level I Thread: Micro Update 1.12 (pwhexe,location file)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is a dual Level I and Level II update. Level II is not yet issued,
and its files remain identical with Level I at this time (permitting dual
updates to both). As soon as all Level I pwhexe.dat files are up to date,
Level II pwhexe.dat files will be created - diverging from the Level I
set. At the same time, some locations will change or even be deleted
from Level II. From that point on, development will only happen to Level II
files. Changes at this time, however, migrate into the future Level II as well.

Many pwhexe.dat files are updated in this release.

A few eratta are folded into most scenario files. The Seasonal Construction file is also updated in the RHS (documentation) folder.

There is significant development in the location files.

First, I learned of data collected by the US Army in 1945 on Japanese arms inventories. In October, 1944, IJA decided to form the equal of 90 divisions of militia for defense of the Home Islands. In game terms, these are identified as "militia" divisions and brigades. But they only had the arms for 30 divisions. That means the units were, on average, at 33% TO&E. For strictly historical scenarios (101-104 and unreleased 106), I divided squad counts by 3. For Japan Enhanced scenarios (105 and unreleased 99 - to become 129), I took out 2/3 of the units - those that remain are at full TO&E. As well, all these units were restricted permanently - so they are confined to the Home Islands AND, even within them, they may not change HQ.

Second, I discovered errors in the Depot Divisions. There were three entirely missing. There were two misnamed. So I reworked these. Along the way, I decided to think of these formations as (usually) small supply sinks. While stock and most mods only have these units appear in 1945, they in fact existed throughout the war, and always have a local defense function in addition to troop support functions. Having to "feed" them every day helps the supply situation - creating in particular conflicts between local consumption and the need for supplies to expand industry - aircraft and engines in particular. More on this below.

Third, I created the first experimental supply sinks in AE RHS. These only exist at very large cities, with populations greater than needed to man local industry (no matter how large it may be). In Japan, these are Tokyo and Osaka. In the US, only Los Angeles meets this criteria. In India, Calcutta and Bombay meet it. The particular mechanism used is a new "slum community" device - a "squad" with 40 members - matched with a support squad of 10 members. Although I wanted to add a specific proportion of the population, I found instead that adding 1000 slum communities and 1000 support squads (which is support neutral) was about the practical limit safe to add at this time. That creates a daily supply demand of 2000 supply points. [In 1945, when the cities are heavily damaged, it is 500 + 500 = 1000 - because much of the population has fled the area or died.] This remorseless demand, which cannot be moved nor shut off, creates major problems - in particular for Japan when a lack of resources and/or fuel shuts down industrial production. It also is a problem at the start of the war, when Japan needs to maximize supplies in order to expand industry (1000 points per industry per day when set to expand) - although it also may be a problem at Los Angelus in "Full RHS" scenarios (101, 103 and 105) where management of aircraft and engine and other production is required. [Setting every factory at LA to expand is not sustainable early in the war.]
There also are defense effects. Because of the way combat works in a major urban hex (which is unrealistic) adding 1000 "AV" (never mind they are all zero) and 2000 squads probably is going to slow down a siege of the city significantly. Until it becomes clear that can be managed, we will not increase the size of supply sinks. [There are complaints right now about urban combat. These generally are code related. The can be mitigated but it requires commitment of bigger than historically reasonable forces to do so in a timely way.] These major supply sinks, for Japan, were added to Depot Divisions (already static formations). For the Allies, they were added to coast defense forts (also static formations). And I now consider the other Depot Division (of which I added three more because they were missing) to be lesser supply sinks. Also static units, they also compete with industry, and their demand may not be turned off - so they demand supplies even if industry in the area is shut down by damage or lack of resources.

The comprehensive review of locations - including both industry and infrastructure at them - was in part meant to adjust starting stockpiles of supplies, resources, oil and fuel as well as to insure local production proportionate to the industry actually there (based on actual local data). Other changes also were intended to facilitate as much automatic movement of supplies, resources, oil and fuel insofar as this is feasible without changing code. Adding some supply sinks is the final element of the economic revisions: creating a significant supply demand at precisely the points the civil population in fact creates a major drain on supplies without generating anything of great military utility. If reducing a unit at such a major city is somewhat harder - it also simulates the problem of dealing with a massive population. Consider the Battle of Manila - never mind the defense did not include any major line formations at all. Manila fell in 1942 because it was not defended - not because it could not have been defended. "Saving the city" in 1942 did not matter ultimately - it became the most destroyed urban area in the Pacific Theater in 1945! [Given what happened in other cities, that is saying a lot.] But it needs to be shown that the new values in the locations now defined work as intended. Part of the rework was creation of a more sophisticated way to allocate population (defined in RHS by population centers on a per 100,000 basis) to manning local industry: often this had the effect of reducing industry in a hex; sometimes a location gained population and industry - so the bag is mixed. But overall, starting stockpiles and initial industrial rates of production were significantly reduced overall - in the range of 10-20 % - with much greater variations by location. Remarkable numbers of locations lost their airfields and ports - because they were not yet developed in 1941. A few had 100% of their industry "damaged" -
because that was sometimes done by the Allies (see the oil port of Loewoek on Celebes for example, hex 71/102). Since the Japanese completely restored the industry, it needs to be there. But it is producing nothing at the start of the game. There also are zero starting stocks of resources, supplies, oil or fuel - the place was stripped and depopulated. There are other special cases - places capable of being "repaired" to produce something, but because of wartime policy they were not. Some required creative methods - hex size does not allow a spur line to Whittier Alaska - but the tunnel (the largest in North America) was not cut through when the war began. We decided to make the port be zero - and to let repair of the port be the process of "punching through" the tunnel so the railroad can use the port (which became the main supply port for the Anchorage base complex - because it was ice free year around). RHS generally uses a micro economic analysis, point by point, as its model: totals are whatever they are, modified by however players may elect to repair or not repair industry and infrastructure. For example, building adjacent ports to Level 3 will help automate movement of supplies (etc). Failing to do so will leave things in their start of war situation. A surprising amount of development occurs, in particular in the SRA, during WW2, and by both sides. Major bases by 1944 are wholly undeveloped in 1941: players in each game must decide what locations to develop. The options include both what was developed and what could have been developed (in precisely the terms possible at that time, not later). Much of the "shrinkage" of industry is because we learned things were not as developed as today - so both stock and RHS locations had to "shrink" to their start of war levels. As an indicator and as chrome, if a location is important for some kind of production, that fact is generally included in brackets after the location name.

More than a few locations also changed names to the names used in the period. That means, generally, the names as used on English language maps. Since the Pinyin Chinese Romanization system was not invented until 1954 (and not made official for a generation after that), we use Wade Giles spellings for China, or even traditional names used by map makers which are not Chinese at all. Some locations controlled by Japan use Japanese names even if they had other Chinese or Korean names.

There are still late war pwhexe.dat files to update - and that is the current focus. The work on militia was unplanned, a result of accidentally discovered information. The same can be said for a new CD fort at Geelong, Australia and a handful of other minor units.


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

RE: RHS Level I Thread: Micro Update 1.13 (pwhexe,location file)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is a similar update to the last one. In addition to adding more updated pwhexe.dat files, and correcting a few eratta in location and documentation files (Urban Areas Defined spreadsheet and RHS Seasonal Construction document),
it adds three more supply sinks - all in China (although two are Japanese) -
bringing the totals to eight (four on each side). There probably will be no more:
only unusual locations get them. These locations are major urban hexes with
vastly excess populations: more than can be employed by industries in the hex.
At the same time, these hexes also have large amounts of industry and tend to both
generate and collect supplies from the surrounding areas.

The function of a supply sink is to suck supplies at a given point REGARDLESS of the military situation. This becomes critical if for any reason the hex stops producing supplies: the demand for supplies by the supply sink continues, in competition with units and (sometimes) with other demands for supplies to expand industry. Supply production will halt if there are inadequate resources in the hex, an enemy ground unit enters the hex, or partially if there is inadequate fuel in the hex to 'feed' the heavy industry. Apart from making it harder to generate a large supply surplus in these (eight) hexes, it also complicates their defense by sucking down supplies much faster than ordinary units do in a combat situation. Those who remember how hard it used to be to supply Chunking will be surprised to learn it is now on the list - the most populated city on the map - because it too can afford to 'feed' a supply sink - and indeed it has an excess non-productive population. Since Test Series Nine we have been scaling back on supplies in various ways, and this is the final step. Until and unless we show that supply production in 1944 is excessive (to feed the vastly greater forces on the map at that time), no further reductions are contemplated. In order to make the game playable, we addressed the chronic supply shortage issues aggressively - overshot - and now have scaled back to the point it is about right.

While the game does model a realistic set of locations with commodities in surplus and locations which demand them - between which players need to use shipping to serve those requirements. Where land lines of communication exist, automatic movement of vast amounts of supplies, resources, oil and fuel occurs. [Sometimes, notably in Australia and Japan, the existing network cannot move as much as is required - so sea movement is required to keep major industrial centers working.]

The model could be better. If "fuel" included aviation and vehicle fuel, and if this was demanded by air units and ground units with motorized squads, general supplies could not substitute for POL - and specialized tankers (or cargo ships inefficiently transporting fuel) would be required even more. If "ammo" was demanded by all naval, air and ground units with weapons greater than small arms, and was made by munitions plants, general supplies could not substitute for it either. Both concepts would force players to ship more to areas of unit concentrations because not so much of these specialized things would be able to be produced by local industries in the area. However, within the limitations of the game system, the logistic computer functions very well. It is an outstanding calculator of what can move automatically from where it is to where it is needed (aided by player settings to stockpile or not).
Another area that could be improved is the auto-convoy system. It would useful if an auto-convoy could be set up between any two ports, for example.

Other changes involve Japanese HQ units. These are mainly cosmetic or technical,
and in the case of (unissued) Scenario 106, numbers of HQ have new names (because they changed before 1945). These units are somewhat better integrated with the formations they point at. Some changed their ability to move, or not? Those that would only move under the pressure of combat (the HQ of the Manchu Navy, Kwangtung Army HQ, etc) now have a static squad. Players cannot normally move them - but under pressure of combat (if the static squad dies) they will become mobile. Others, formerly restricted, but which need to be able to move to an operational area, are no longer static. And their restricted status was also reviewed - to tie appropriate ones to their parent HQ but not others which could be reassigned - often at a price in political points (i.e. staff time). The status of political points - far too restricted in stock - but far to liberal in RHS for a while - may now have found a happy median. It was found this varies with scenario - some need more than others. Generally RHS seeks not to restrict players via political points - but also not to have such huge numbers register overflows become a risk - and also so that truly gigantic changes will need to be spaced out over a period of time.

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

RE: RHS Level I Thread: Micro Update 1.14 (pwhexe,location file)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is mainly an update of pwhexe.dat files - as intended. In addition to including newly revised ones to the final Level I standard, several older ones have had small
amounts of eratta worked in.

There is also a surprising amount of eratta worked into the location file, in particular related to HQ units. These were synced with the formations they point at - or should have pointed at and now do point at. Some changed names for the 1945 scenario 99. Six garrison battalions had the wrong pointer - or no pointer at all - and were not in all cases perfectly in sync with their formation. Both the battalions and the formation were revised to help AI keep them as intended - using a technique permitting slight variations unit by unit. A tiny number of other eratta were worked in - and one leader was added I think. Some units got different leaders for 1945, and some units got different locations for 1945. 25th Army moved to Fort de Kock (next to Padang, Sumatra - that being its Dutch name) for scenario 99 - where the caves it dug into the hills are now tourist attractions. A location was added to permit designation of rail traffic to a rail junction (instead of to some point beyond it). One supply sync had to be reworked so as not to mess up ongoing games. A few units had pointer issues.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level I Thread: Micro Update 1.15 (pwhexe,eratta,chrome)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is a truly major update affecting everything except art files.

All standard WINTER pwhexe.dat files had to be reworked, except for
45WINTER - which is issued here for the first time - and in its truly final
form for RHS Level I. This includes the base pwhexe.dat file which is
also known as 41WINTER. JES42WINTER is also reissued without errors.
Later JES WINTER files, and all 1945 and 1946 files (except 45WINTER)
need reworking. However, for the first time, every file is issued (with
1945 and 1946 files generally identical to 1944 until they get reworked -
except 45WINTER - which has been reworked). There are no 1946 FALL
or WINTER files - and the previously issued file 46FALL is deleted from
the installer. The next update will be the last for RHS Level I - and all
the remaining reworks will fold in. I have set up an 'assembly line' technique -
working on one season at a time - which speeds this process.

There are device changes and new leaders. After many months of work,
finally I learned who replaced General Simon Bolivar Buckner in Alaska
Command when he took over 10 th US Army - which he took to Okinawa
where he became the highest ranking US officer to die in the field in WW2. He
was replaced by Lt Gen Delos C Emmons. Emmons was military governor
of Hawaii when the war began. He in turn was relieved (in 1946) by Major
(soon to be Lt Gen) Howard A Craig - who also is added (he is available sooner
in JES scenarios - skipping an assignment in the Army Logistic Command when
he returns from commanding an Air Force in the Med). Several other officers
also were added - particularly French political section commanders - because
AI assigned the same officer to all (being the only available Frenchman probably).
Units may not have identical commanders - the first one works and the rest
become the dreaded "staff officer". I also added two officers for Tibet.

Two because Tibet now has a new unit, and a new location. The second largest
city in Tibet (a town in 1941) - and home of the Panchen Lama - is Shagatse.
In game terms, it appears to be in the hex adjacent to India - and it was also
occupied by the Army because the monks opposed the army (which got funded
instead of them, at the expense of their "warrior monks"). This unit is called
the Tibet Frontier Battalion - because it also had border security functions -
which are somewhat simplified as presented here (it occupies the only border hex
with a road in it). I learned that Tibet was considered a "no fly zone" until 1954,
when someone figured out how to build an airfield at altitude (simply make it
about three times longer than normal to provide for a sufficient take off run). For
that reason, both airfields in Tibet proper are now rated at 0/0 - meaning they are
very hard to build in the first place and never exceed Level 3 - which in fact would
be the length of a Level 9 airfield - but in game terms is limited to Level 3 capacity.
This work in Tibet caused me to discover a major flaw in all Winter files (except
41 WINTER) - they were not using the revised routing for the Tea and Horse
Caravan Road. Now they do. The added device is a Lewis gun for ground troops - because the Tibet Army had six - two per battalion! It is also assigned now to some
warlord troops in Sinkiang and China and to some obscure Commonwealth garrison units.

There is one "missing" element of the Tibet Army. This is more or less an occupation force for a part of China. Tibet just lost a war with ROC China when the Pacific War begins over this region - and its capital (Chapa) was the main Army post until its defeat in 1950. It is not on the map and I am not sure how to model it - nor what to do about communications (roads)? It may be addressed in Level II, but for now - not having it appears to be good modeling - and we lack the slots to add it in Level I anyway. [Level II will delete some islands which cannot serve military roles - e.g. because of poison gasses and soil from volcanoes and similar.] Shigatsu, however, was added here. Since this battalion is tied down by warlord troops, it really is
not free to move anyway. In fact, both the battalions at Shigatsu and Lhasa are static as well - tied to their locations by political considerations. However, if pressed by combat, they will become able to move.

A number of Allied HQ were reworked - in particular relocated for the 1945 scenario -
and in re commanders. That scenario also lacked some Allied formations - and got them. Errors involving pointers at formations were also corrected - so units will rebuild properly. A few devices were changed - the new Lewis gun for ground troops in particular being added. [It isn't as effective as the Vickers.]

The RHS Seasonal Construction File is reworked. A few locations got technical adjustments - mainly related to infrastructure and production.






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

RE: RHS Level I Thread: Micro Update 1.16 (pwhexe,eratta,chrome)

Post by el cid again »

Level I update 1.16
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

As they used to say in Viet Nam, "there is light at the end of the tunnel." Only they were not telling the truth. Here, I mean it. The next issue of RHS Level I will be the last one. I intended that to be the case today, but have decided to issue this update because it is so substantial, and because it DOES include ALL standard scenario related pwhexe.dat files. [A few out year Japan Enhanced Scenario files related to Spring and Monsoon seasons remain - and they are time consuming to build due to the complexity of the JES construction program.] Actually most pwhexe.dat files were redone - as many as 6-8 times - to squeeze out all eratta as well as to incorporate the 'latest' changes to construction policy. A late discovery - about the railroad to Fort MacMurray in Canada - will NOT be part of RHS Level I at all. The rail line actually goes Northeast two more hexes - to service coal mines - and that will be done when I rework the files for Level II. Otherwise I would have to rework every file yet again - and being on the map edge - it isn't worth it. Only a Japanese invasion of the NW Territories would make it matter. So pwhexe.dat development for Level I is now frozen.

A large number of Allied base forces were reworked. This because of sensor issues (radar, spotters, etc) and inconsistencies between formations and units (formations often have added features which will never show up unless units have those slots defined). A few devices were modified for cosmetic reasons, and one or two were added for technical reasons.

A significant additional rework was the simplification of "simplified scenarios" (those with even numbers) even further. This mainly in the form of not listing daughter units - just the parent units. The idea is to help AI and to please players who want less work to do processing a turn. There are three simplified scenarios - 102 and the future 106 are intended for AI play as Japan - and 104 is merely a Russian active version of 102 (which makes it unsuited for AI but equally simple for human players). Almost all guerilla units were eliminated from simplified scenarios too - rare exceptions are for cause (Kim Il Sung's unit might be able to help the Soviet invasion in 1945 - and it is in the mountains - so it remains; a weird Dutch unit on Celebes also remains - as does the Garantolo Unit - which liberated its city and held it without aid). AI has no idea either how to use guerillas (which need no LOC) nor how to fight them - so it is best to remove them. A few very minor vessels were also removed from simplified. Some political sections were eliminated from simplified - and so has the Timor Relief Battalion (which AI does not grasp - it is politically only allowed to fight for Timor) - as well as its transport and escort vessels. This unit now starts at Capetown, as does its transport (Portugese Navy Angola) and its escort. Turns out it came from Angola. Other Portugese units are static - and act as small supply sinks - and will only fight if their hex is invaded (likely in Macau and Timor, unlikely in India). But all Portugese units got a new rifle squad - and new organization - because Neihorster has published it.

Four large Canadian ferries have been identified but not yet added. They will be among the last additions to level I - next week.

A few subtle and sophisticated changes were made to a few locations and units - basically to make them look better and be more historically correct. Many units were relocated and/or redefined with updated devices for 1945 - or removed - from the 1945 Downfall Scenario (106). Scenario 99 files are no longer being issued but it IS being updated. It will reappear as Scenario 129 in RHS Level II - in about two weeks. It requires some work with ships - which are unique to it - in order to become playable - but is much closer to ready than 106 (and 126 its Level II equal) are. 1945 Scenarios require vast changes from 1941 scenarios - both in units locations and values and in location development and command assignment. But this work is in fact continuous - as units and locations are done they generally get reworked for 106 if they need it. So the 106 map is starting to look like a 1945 map in terms of location flags.



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

RE: RHS Level I Thread: Final Update 1.20

Post by el cid again »

RHS Level I Final Update 1.20 link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


This update ends development of RHS Level I. From now on I will be working on Level II - using an expanded map system.

The primary significance of this update is that it has all pwhexe.dat files to a common standard for the entire war. There are two series - standard for Scenarios 101-104 and the future 106 - and JES for 105 - the Japan Enhanced Scenario. 106 is coming along well, but has months of record updates - and research - required to make it work for 1945. At the time it is issued, I may also fold in some eratta to the rest of Level I.

There was significant work done on Allied LCU - mainly making them line up with formations. Also some were deleted from simplified scenarios.

There were additional ships added - most significantly four APs of the Canadian National Railroad operating along the Pacific NW Coast. These four ships got captains, and a separate class definition record, and all four start in different ports
which they served on a rotating basis. Additional minor vessels were removed from simplified scenarios as well.

A new thread will describe Level II developments.
sanderz
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RE: RHS Level I Thread: Final Update 1.20

Post by sanderz »

it would be great to see a couple of detailed AARs of this mod
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btd64
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RE: RHS Level I Thread: Final Update 1.20

Post by btd64 »

ORIGINAL: sanderz

it would be great to see a couple of detailed AARs of this mod

Their is a AAR for Test 10 Alpha. We are at the end of March 42. It's a team vs Team game. The other team is Air Force I believe....GP
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el cid again
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RE: RHS Level I Thread: Final Update 1.20

Post by el cid again »

ORIGINAL: sanderz

it would be great to see a couple of detailed AARs of this mod


There is a series of AARs in the Forums. The current one is Ten Alpha.
A new test will begin shortly to validate the current economic settings.

AARs are available WITH savegame files if you join the RHS email list.
el cid again
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RE: RHS Level I Thread: Technical Update 1.201

Post by el cid again »

Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg



The new thing is a bit of map art. While I have decided to continue to use
stock art map panels for Level I, nevertheless a few of the most irritating of errors
have been edited out of them. These are mainly false location names. These
include Ruby, Alaska - a town no longer extant by WW2 because of destruction
by earthquake and fire. Also, a few locations did not have the names of the present
day in WW2 - including Urumchi, Sinkiang (which was Dihua), Changchun (which
was Hsinking), Chinnampo (often shortened to Nampo, it was Jinsen to the Japanese), and Port Arthur (which was Ryojun). The capital of Mongolia is close enough to leave the art name - but the location has the full, period name of Ulaan Bataar Khot: today's Ulan Bator was shortened both in number of words and in spelling of the retained words. One other change is that the border of India and Burma were changed by one hex SW of Imphal. In that location - hex 59/42 - a new town appears - mainly because it is the end of a primary road. Some Allied units can use strategic movement along a primary road - but only to a defined point. In Level II, this location is actually on a trail in 1941. It disappears (as all trails do in Monsoon in jungle hexes) seasonally! But by Spring 1943, the primary road reaches the hex and from then on an all season secondary road serves Karlemyo (a potential Level 6 airfield built by the British during the war) and Falem (protecting the Allied right flank). In order to see these map panels, the contents of the RHS Art folder need to over write the AE Art folder. This may happen automatically (depending on your folder locations) - but if you are installing by manual copy - unusually you need to copy the art (or at least the WPN files at the bottom of it). Note only WPN (no hex)
files are changed here - I am trying to keep the install small enough to include in one shot. For Level II we probably will move to a separate installer for maps and pwhex.dat files - and eventually pwlink.dat and pwzone.dat files. Possibly this will also become the way we "switch" these files. My plan is to start with 1941 maps - as stock kind of does (except a few places have roads not yet built - see the road to Imphal
above). Then, probably, to create annual map art for later years - all using stock
panels - except modified for Level II in several ways. Map development of entirely new art is underway - but is not going to be available to issue soon. So I am issuing modified stock art as a workaround. For now - use the art with hexside details set to ON. While I am working on both hex and no hex versions of the map panels - it is not yet clear I can do an acceptable job on the hex versions - and anyway they will make the Level I installer too large. This technical update does not include all map modifications and does not include the WPEH versions of the modified panels either.

Otherwise, virtually all the changes here are to locations in the location files. These too are limited to cases where it might matter - generally involving industry - otherwise port and airfield size data. Those locations (a few dozen) being eliminated are NOT eliminated here - so ongoing games won't get screwed up. Similarly, some dozens of locations are changing device order - but NONE of those show up here - again for the sake of ongoing games. Generally, these changes will have the most impact on a new game start - but they will also tend to limit or improve growth opportunities for industry in old games (whichever should be the case). New LCU added for Level II are NOT included here - so far only a third static Tibet garrison battalion - which is associated with a location not present in Level I.

Level II can not be issued until all locations are reviewed - so any that can be eliminated are gone before ANY game begins. Also it needs a new set of pwhexe.dat files - and so far only the first one has been made. Certain technical questions need to be answered, and these will determine the extent to which presently "off map" locations can be developed - or in what sense? Level II also needs new art panels. Missing islands will be added in art. New roads and rail roads (only a tiny number) need to be added - for example the road art for the first few seasons around Imphal needs to be downgraded from primary to secondary road or from either kind to trail. Also - up by Fort MacMurray - a rail line extends two more hexes to the NW. There may be other cases - depending on location research developments. But most of this will be in the "off map" area. It turns out the existing off map system works for logistics (which I doubted) - so showing it in road/rail codes (and art) may help players understanding what works better than all black does.
el cid again
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RE: RHS Level I Thread: Final Technical Update Plan

Post by el cid again »

The way I generate installer links is operating near the limit of size capacity.
So I need to uninstall the Level I installer from the cloud in order to put the Level II
installer into it. Before I do that, I will issue a final techincal update for Level I -
likely today - incorporating the more important location/industry/base build revisions
found in Level II research. We are getting ever closer to a data model of the way things were in WW2, with some provisions for development of locations to the extent that was feasible with the technology and populations then available. Many - I hope most - of the important locations missing from the stock map system have been identified and added. [See for example Kao, a major Japanese air base, and nearby Daruba Island, which became the major forward base supporting the invasion of the Philippines by the US, in the Moluccas. Or Sibu (aka New FuChow) on Borneo, which got its present day international airport courtesy of Japanese wartime construction.] Many, I hope most, of the cases where things were not as developed as they appear in stock also have been identified. [See Brunei - which was not yet a major oil producing center so it is a more limited one.]

I have been able to work with the stock art well enough to create a usable
foundation for development and playtesting. This process has led me to
adopt four of Andrew Brown's five revised map panels as well as his
pwzone and pwlink files - we won't use panel 15 - which would require
changing all the pwhexe files for no useful purpose.

We will use the RHS pwhexe files - but I must modify them slightly to do that.
I have already folded in the changes on Luzon and at Shortlands - as well
as my own plan to correct the road to Imphal (which was not built until after
the war began) and to extend the RR from Fort MacMurray, Alberta. I need
to do some changes to deal with Andrew's 0 and 1 panels - and some others
to deal with my own plans - eventually.

I am using a mixed set of stock and (4) of Andrew's panel. These are modified
to get rid of incorrect place names for the period and to add some islands where
there was no art. I also moved the border in our panel 8.

I have not figured out how to draw on a panel - but I can copy and paste at pixel
level and so far that is good enough.

I will probably issue an interim art and supporting revised location files, pwhexe.dat file and (probably modified) versions of Andrew pwzone and pwlink files tomorrow. These will not include the future 29 panel with Madagascar on it - but instead use one with no art at all. The location files are set up for all Madagascar locations and units
to fold in (some units are already present but inactive - and the Vichy air units already exist but are not active as well). There will be several stages of this - and
the jury is still out on off map expansion. We may be making Andrew's art work
as if it were really an extended map - if programmers are correct about the effect of coding pwhexe.dat to say "on map" being all that is needed. If not - they will work
in the off map sense they do now. Stage one - called preview - is slightly modified stock - with the changes to Luzon, Shortlands and the NW corner area. Stage two will involve changes to the off map movement and locations on the right side. Note the
legend, compass rose and logo are all moved already - and I am doing both WPEH and WPEN versions of everything. Faster than expected. Stage three will add Madagascar and associated OB changes (or activate those units already done).

Next I will complete the unfinished scenarios.

I expect to release technical update 1.202 for Level I today. This is approximately the same as the Level II Preview release tomorrow - except it has different map art and different supporting pwhexe.dat, pwzone.dat and pwlink.dat files.








el cid again
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RE: RHS Level I Thread: Technical Update 1.202 (Final)

Post by el cid again »

Level I 1.461 Update Link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi



I am uninstalling the Level I Installer from the cloud - so I can generate links for the Level II Installer. Far in the future - if/when the 1945 Downfall Scenario is completed - I will reinstall it and generate one more technical update.

This update is nominally about revised map art, but substantially about location data revisions.

For Level I we have a few map panels - so you need to copy the art panels into the ART folder (unless your installer does so automatically - it depends on your folder arrangements). We are introducing a special system for Level I. Because it (nominally) uses stock map art - you may choose to see the RHS modified panels (by selecting maps with no hexsides) or stock panels (by selecting maps with hexes). This is mainly so you may elect to play stock scenarios (or mods using stock art) as designed.

Technical notes: TWO panels (WPEH02 and 04) actually are slightly modified stock map art - but they differ only in not having names not actually used during WW2. ONE panel (WPEN09) has three added bits of island art - and in one case shallows - because these islands are present in RHS but not in stock. This is the South China Sea panel. Note that while this panel RETAINS the stock locations of Clark and Subic - these are different ONLY in Level II. The Logo, legend and compass rose also remain in their original positions for Level I art panels. Level II involves a more complex set of panels - and different pwhexe.dat, pwzone.dat and pwlink.dat files. While Level I may share the same installation as stock and mods using stock art, this is not advised for Level II RHS - which will release in a day or so.

A final review found and altered hundreds of location with respect to eratta - generally because they were not using the latest standards for calculation of inventories and industry. The collective impact of these changes is generally to make remote areas more logistically impoverished - in particular with respect to starting stockpiles.

One significant industry change occurred with respect to (nominally unissued) Scenario 106: the aviation plants at Lao Wing were moved to Cheng Tu - because that happened historically. Lao Wing has no aviation plants in 106.

I will now integrate modified art and supporting files for Level II. Scenario 106 is not playable because it is not completed. But many more locations were modified for their 1945 status in this update. I estimate it is at least six months before 106 can be issued in its final form.

el cid again
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RE: RHS Level I Thread: New Working Link

Post by el cid again »

See Below
el cid again
Posts: 16983
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RE: RHS Level I Thread Iterim Technical Update 1.203

Post by el cid again »

Level I 1.461 Update Link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


Technical and design considerations caused me to need to rebuild the pwhexe.dat
files for LEVEL II using Andrew Brown's Extended Map System one as a foundation.
That caused me to become aware of certain things which should be corrected
in LEVEL I RHS. While most locations and all pwhexe.dat files for Level I remain as
was, some changes are included here. As well, I discovered a problem with German vessels when updating the 1945 scenario (106, still in development but always included). Some subs should not have been in strictly historical scenarios, and most should not be in 106 - because they were sunk by 1945. The same thing applies to surface vessels. So that too was corrected.

The only really significant change is to Lunga. Scenarios 101-105 had 1945 start
development - that is a port and airfield - instead of 1941 start data - that is neither. Also of some import is that Port Moresby - in new game starts - is MUCH less developed (based on Army history). Only one ship could unload at a time - and only 2000 people lived in the town - with another thousand or so walking in from villages daily (but not allowed to spend the night). There are NO operational repair facilities yet. So in 1941 scenarios - it is much smaller.

Other changes probably include map art revisions - adding island art where absent. Be sure to copy the map panels from the installer (unless the installer does this automatically for your folder layout).

There will be one more of these updates for Level I after all - 1.204 will be the one corresponding to the first Level II preview. Level II will be out in a few days in a very basic form - but with integrated location, pwhexe.dat, pwlink.dat, pwzone.dat and art files.

Sid
el cid again
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RE: RHS Level I Thread Plan Notice

Post by el cid again »

I have virtually completed the location file review for RHS Level II - repeat II.
The more important unit changes from that file are being fed back to the Level
I location file. The "final" Level I product - 1.204 - should release tomorrow.
It corresponds to the "preview" first Level II product - which should release
in 2-3 days - when I have a new pwhexe.dat file to go with the new location file.

Apart from many changes for Allied units (particularly those which appear at Aden)
so they better match their formations - there is a new location (Ras-Hilf, Misirah Island)
which was apparently added by Andrew - and technically IS off map (but does not look
like it any more) - and it works AS an ON MAP location (as do the nearby sea hexes).
This is a British auxiliary air base - unmanned - and minor port - not too far from
Abadan. There also are probably going to be some new Greek warships - two destroyers
have been identified in theater so far. They join the Georgious Averof, an ancient
CA already in the file set. The Greeks are very proud of her - and technically she
remains in commission (as a relic).

el cid again
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RE: RHS Level I Last Technical Update 1.204

Post by el cid again »

Level I 1.461 Update Link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


his update is almost exclusively limited to Allied land units. Almost all appear at
Aden. The majority are British & Commonwealth base forces, and the formations they point at. About four more Allied divisions were also simplified in "simplified RHS" (i.e. even numbered) scenarios - losing components to they appear only in divisional form. One device had its upgrade path redefined - so a series of (British) 3 inch mortars will upgrade properly (later devices appear in greater quantity than the otherwise identical earlier version).

This update roughly corresponds to Level II initial release version 1.204 - except:

1) Level II has lost some minor locations;

2) Level II has moved some locations along the "Northern" map edge - and also on Luzon and at Shortlands - following Andrew Brown's Extended map scheme (and using slightly modified versions of his map panels and pwhexe.dat file);

3) Level II has added a few new locations not present in Level I. One of these - Ras-Higf [Misarah Island] - is in Muscat - which isn't even on the Level I map. This location - and the sea near it - work in spite of nominally being in the "off map" area;

Nominally released in tandem, the Level II "preview" release will be delayed by the need to complete the Winter, 1941 pwhexe.dat file with all RHS features in it. This process has been delayed by a problem involving documenting and reporting a case of software piracy in sufficient detail, but should now complete tomorrow.

Development has shifted to Level II except that, once Level II pwhexe.dat and related files are completed, I will then complete the 1945 Downfall scenario in tandem for both Levels I and II at the same time.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level I Last Technical Update 1.204

Post by el cid again »

Level I 1.461 Update Link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This update is almost exclusively limited to Allied land units. Almost all appear at
Aden. The majority are British & Commonwealth base forces, and the formations they point at. About four more Allied divisions were also simplified in "simplified RHS" (i.e. even numbered) scenarios - losing components to they appear only in divisional form. One device had its upgrade path redefined - so a series of (British) 3 inch mortars will upgrade properly (later devices appear in greater quantity than the otherwise identical earlier version).

This update roughly corresponds to Level II initial release version 1.204 - except:

1) Level II has lost some minor locations;

2) Level II has moved some locations along the "Northern" map edge - and also on Luzon and at Shortlands - following Andrew Brown's Extended map scheme (and using slightly modified versions of his map panels and pwhexe.dat file);

3) Level II has added a few new locations not present in Level I. One of these - Ras-Higf [Misarah Island] - is in Muscat - which isn't even on the Level I map. This location - and the sea near it - work in spite of nominally being in the "off map" area;

Nominally released in tandem, the Level II "preview" release will be delayed by the need to complete the Winter, 1941 pwhexe.dat file with all RHS features in it. This process has been delayed by a problem involving documenting and reporting a case of software piracy in sufficient detail, but should now complete tomorrow.

Development has shifted to Level II except that, once Level II pwhexe.dat and related files are completed, I will then complete the 1945 Downfall scenario in tandem for both Levels I and II at the same time.
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