Any interest in map with hex numbers on it?

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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InfiniteMonkey
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Any interest in map with hex numbers on it?

Post by InfiniteMonkey »

I'm tinkering around with writing a utility that labels maps with the hex number on it. I often find myself hunting for hexes with no reference point while playing and think this might be useful. Do not recall seeing a map mod that does this, but the program would modify all the bitmaps to write the hex numbers on them. I would be able to just run the program on any existing map mod to add hex numbering. You would not be able to switch to remove numbering. The only way to switch them off would be change out your map files in the ART directory and restart the app. Here is one mock up I did in Paint to illustrate the idea.

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ReadyR
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RE: Any interest in map with hex numbers on it?

Post by ReadyR »

I think that would get really "busy looking" with hex coordinates in every hex. However, I too struggle to find specific hexes sometimes. Perhaps some "reference" hex numbers every 10 or 15 or 20 hexes...or a set of row and column numbers around the outside of the map?
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RangerJoe
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RE: Any interest in map with hex numbers on it?

Post by RangerJoe »

The hex number is in the top right of your screen. What you are asking for could make the map too cluttered to see some things. If it was a switchable thing like the supply lines, that could be nice but what you are doing could interfere with that and other things.
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Hanzberger
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RE: Any interest in map with hex numbers on it?

Post by Hanzberger »

52 tomorrow, I will be blind before I retire looking at that. Having said that it could make a nice planning map, but I doubt it would get used much IMO. Now if you could somehow rework combat reporter so that you punch in the cords and it takes you to that point on the map, that might be cool. Tracker and CR do a lot of that already.
Playing Scen 2 vs Ai currently

Japan AC wire chart here
tm.asp?m=2769286&mpage=1&key=?
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BBfanboy
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RE: Any interest in map with hex numbers on it?

Post by BBfanboy »

ORIGINAL: Hanzberger

52 tomorrow, I will be blind before I retire looking at that. Having said that it could make a nice planning map, but I doubt it would get used much IMO. Now if you could somehow rework combat reporter so that you punch in the cords and it takes you to that point on the map, that might be cool. Tracker and CR do a lot of that already.
Usually, you want to find a hex because there is a combat report or ops report line that mentions that hex. If a unit or TF is mentioned, you can find it using the buttons at the top of the screen that list the ships, TFs, LBA, Ship based air, and LCUs.
Open the relevant list, filter if you wish by nationality or type to get a smaller list, find the unit/ship/TF/sqn that was mentioned and it will show its current location.
Click on that location and you are at, or near the location mentioned in the combat or ops report.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
LeeChard
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RE: Any interest in map with hex numbers on it?

Post by LeeChard »

A 'goto X-Y' button would be nice.
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witpqs
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RE: Any interest in map with hex numbers on it?

Post by witpqs »

I know the screen looks busy in the sample above and I can't swear I would like using it, but I've often thought it would be useful when giving movement orders to TF's.
Dili
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RE: Any interest in map with hex numbers on it?

Post by Dili »

That would be helpful for my Mediterranean map building, it is already almost finished but would still be useful.
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RE: Any interest in map with hex numbers on it?

Post by BBfanboy »

ORIGINAL: witpqs

I know the screen looks busy in the sample above and I can't swear I would like using it, but I've often thought it would be useful when giving movement orders to TF's.
My biggest issue with TF movement orders is the way the AI returns you to the start point when you set a waypoint, before you get a chance to see if the waypoint gives you a good track and before you set a second waypoint. It should leave you at the sector of the map you are working on and let you decide when/if you want to go back to the start point. At any rate, that annoying feature does not pertain directly to finding map coordinates.

I find that memorizing a few benchmarks helps me find a location fairly quickly. PH is on hex row 107 or 108, same row as Truk. Memorize a few other locations and you can use the small map to jump to the general location of whatever hex you seek.

One other thing - don't bother trying to chase every SIGINT hit or PBY sighting of "7 Japanese ships heading SE" - most of them are bogus or friendly forces. If you get both SIGINT and Op Report info on the same hex, you may have something real.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RE: Any interest in map with hex numbers on it?

Post by jeffk3510 »

ORIGINAL: BBfanboy

ORIGINAL: witpqs

I know the screen looks busy in the sample above and I can't swear I would like using it, but I've often thought it would be useful when giving movement orders to TF's.
My biggest issue with TF movement orders is the way the AI returns you to the start point when you set a waypoint, before you get a chance to see if the waypoint gives you a good track and before you set a second waypoint. It should leave you at the sector of the map you are working on and let you decide when/if you want to go back to the start point. At any rate, that annoying feature does not pertain directly to finding map coordinates.

I've mentioned this numerous times.. seems to fall on deaf ears. It would be a very useful addition so keep pushing for it. Waypoints and sub patrols.

Setting patrols points off the home islands for a sub that is at Midway is so time consuming going back the the ship location every time you set a point. It would also speed up gameplay.
Life is tough. The sooner you realize that, the easier it will be.
InfiniteMonkey
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RE: Any interest in map with hex numbers on it?

Post by InfiniteMonkey »

ORIGINAL: witpqs

I know the screen looks busy in the sample above and I can't swear I would like using it, but I've often thought it would be useful when giving movement orders to TF's.
If you want to give it a try, PM me your e-mail with the following choices:

1) Font family, font size, font color, font style you want the numbers to appear in. Note that fonts with flourishes to them are harder to read at small sizes / with transparency on.
2) Label style. Two options: with horizontal coordinate at top "carat" of hex and vertical coordinate on hex border, OR both at top of hex.
3) if you want a background rectangle on the hex value or transparent.
4) vertical and horizontal grid increments (1 for either means all hexes are labeled, vertical 10 and horizontal 20 means hexes are labeled on rows/columns of hexes with those divisions (see picture).
ORIGINAL: Dili

That would be helpful for my Mediterranean map building, it is already almost finished but would still be useful.
If you want to send me a zip of your map files, I can apply the hex coords to your map files. PM me for contact info to send zip.



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Hanzberger
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RE: Any interest in map with hex numbers on it?

Post by Hanzberger »

I've always wanted to make a wall map. Basically a giant map you hang on your wall, possible lamented or something
so you can write on it, erase, whatever.
Playing Scen 2 vs Ai currently

Japan AC wire chart here
tm.asp?m=2769286&mpage=1&key=?
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RangerJoe
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RE: Any interest in map with hex numbers on it?

Post by RangerJoe »

Set one point for the sub to head to, when the sub reaches the area then set the patrol zone. If you do that for a flock of subs, then it is easier to cover the areas that you want covered.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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Chris21wen
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RE: Any interest in map with hex numbers on it?

Post by Chris21wen »

There's all the toggle option like you can with terrain, supplu etc.
Alfred
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RE: Any interest in map with hex numbers on it?

Post by Alfred »

The proposal has the potential of degrading performance.
 
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Trugrit
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RE: Any interest in map with hex numbers on it?

Post by Trugrit »


It may not be worth your effort.

Just use Combat Reporter.

It will call out and record all the events and a mouse over will give you the hex numbers as a fly out.

You can mouse over anywhere on the the map and get the hex numbers as a fly out.


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Kull
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RE: Any interest in map with hex numbers on it?

Post by Kull »

ORIGINAL: RangerJoe

Set one point for the sub to head to, when the sub reaches the area then set the patrol zone. If you do that for a flock of subs, then it is easier to cover the areas that you want covered.

It's even easier. Click the "Patrol Around Target" button, and then click an ocean hex. The screen will then center back on the sub (while keeping open the "patrol zone" tab), so follow the trail back to the hex you clicked (which is "Boundary 1"). If you don't like the AI's selections for Boundaries 2 and 3, just change them. The focus will NOT return to the sub until you are done making all changes to the patrol zone.
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Trugrit
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RE: Any interest in map with hex numbers on it?

Post by Trugrit »

ORIGINAL: jeffk3510
ORIGINAL: BBfanboy

ORIGINAL: witpqs

I know the screen looks busy in the sample above and I can't swear I would like using it, but I've often thought it would be useful when giving movement orders to TF's.
My biggest issue with TF movement orders is the way the AI returns you to the start point when you set a waypoint, before you get a chance to see if the waypoint gives you a good track and before you set a second waypoint. It should leave you at the sector of the map you are working on and let you decide when/if you want to go back to the start point. At any rate, that annoying feature does not pertain directly to finding map coordinates.

I've mentioned this numerous times.. seems to fall on deaf ears. It would be a very useful addition so keep pushing for it. Waypoints and sub patrols.

Setting patrols points off the home islands for a sub that is at Midway is so time consuming going back the the ship location every time you set a point. It would also speed up gameplay.

Set your final destination first and then go back and set your waypoints.
Use your jump map to area locate and it will save the scrolling.


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jeffk3510
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RE: Any interest in map with hex numbers on it?

Post by jeffk3510 »

ORIGINAL: Kull

ORIGINAL: RangerJoe

Set one point for the sub to head to, when the sub reaches the area then set the patrol zone. If you do that for a flock of subs, then it is easier to cover the areas that you want covered.

It's even easier. Click the "Patrol Around Target" button, and then click an ocean hex. The screen will then center back on the sub (while keeping open the "patrol zone" tab), so follow the trail back to the hex you clicked (which is "Boundary 1"). If you don't like the AI's selections for Boundaries 2 and 3, just change them. The focus will NOT return to the sub until you are done making all changes to the patrol zone.

I guess that's about as good - I'll try that. Thanks
Life is tough. The sooner you realize that, the easier it will be.
Rob322
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RE: Any interest in map with hex numbers on it?

Post by Rob322 »

In theory this would be nice but I’m also of the mind it would either clutter the map up or be too small to read.

Is there a way to have the info visible if you hover over the hex but otherwise make it invisible from the map?
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