Link to follow when it the cloud is ready. The msi file can be sent by email
on request.
RHS Level II Update Link 2.20
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This update is a first look at RHS Level II. It uses a variation of the Extended
Map System (while RHS Level I uses stock maps). It roughly corresponds to
the last technical update for Level I in most on map respects. It is a Beta, untested.
It comes only with an undeveloped version of the start of game pwhexe.dat
file - for Winter 1941. And this itself needs to be developed with respect to
inland waterways not part of stock, as well as some inshore work defining
straits (most of which are undefined in stock). As well, contemplated "off map"
developments for Level II are (mostly) missing. There will be an extensive period
in which pwhexe.dat files, and pwlink.dat and pwzone.dat files, and map art
is developed and integrated, sometimes involving changes to location files.
Here we have a preliminary set of map art panels modified from stock or from
Andrew Brown's Extended Map System. As with the final versions of Level I,
Level II is intended to be played with the non-hex map art. If you want to see
hex sides, turn on the hexside details switch. This is because it is easier to
modify plain maps - no need to line up hexsides. In spite of that, some map
panels with hexside details are also included - mainly to show name changes
(where they are not historical for the period or were in error) - and sometimes
also to show important infrastructure (railroads in particular). This early
form of Level II only has 1941 map art - and that is common to all scenarios.
Eventually we contemplate a great deal more map art (and supporting files).
There may eventually be three different map systems: modified stock (shown
here, done by me), a boardgame style system and a topo map style system
(both done by our map artist). He estimates it will be at least six months until
he has a full set of panels - so I have made quick and dirty modified panels
to permit testing and to facilitate development. Eventually I expect the size
of the art files to be so large we will issue it in multiple forms. Right now I am making
map art for five different game years. It may be that each will have its own installer
in due course. It also may be we will develop a sophisticated art (and map support file) switcher program to make management of all this easier. Right now, players
must change pwhexe.dat files every season. Eventually that process may also
involve map art changes. One possibility is, if we can read save game file names
in a way that reveals game date, this process can be automated.
This version of RHS adds seven Greek Warships, all destroyers or escort destroyers. There was already a very famous and ancient Greek CA (a ship
which technically remains in commission to this day, never mind it pre dates the
First World War!). Four of these ships (a division of DEs) only becomes availabe
for a final Allied push to crush Japan in the fall of 1945. But that may be needed
in game terms: I do not think strategic bombing is effective in this game system.
And while RHS atom bombs do not affect victory levels, and come in realistic
numbers (the Allies get three per month - two Plutonium and on Uranium) - and while
RHS bombs will destroy vastly more targets than stock bombs do - they cannot achieve the massive effects of real atom bombs (and there is no game mechanism
to destroy a railroad, a road, a port or a bridge, or even to reduce their capacity).
For that reason the Allies may find an invasion of Japan is necessary.