Movement rates

WarPlan Pacific is an operational level wargame which covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale.

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generalfdog
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Movement rates

Post by generalfdog »

Considering the difference in map scale shouldn't units in wpp have less movement points or shouldn't hexes take twice the mps to move in to?
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AlvaroSousa
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Re: Movement rates

Post by AlvaroSousa »

Clear hexes are 2 cost. Other hexes I forgot. But it plays the right way. If I made all hexes 2x it would be a very slow moving game.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
generalfdog
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Re: Movement rates

Post by generalfdog »

Oh I see it is 2x in open but 1 to 1 or roads and rr so you do have to wind around a little more but i general since most places have roads it takes twice as long to go somewhere in 37 scenario as it does in regular game
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AlvaroSousa
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Re: Movement rates

Post by AlvaroSousa »

And yet they play as they should for speed and timing.

Next game the movement will be improved for the double scaling.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
Kriegsspieler
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Joined: Sun Dec 03, 2006 9:15 pm

Re: Movement rates

Post by Kriegsspieler »

"Next game"? Hmm . . . .

I am really enjoying this one, by the way, and plan to buy the European version as well. I think you came up with a brilliant solution to the logistical issues in the war.

I do have one suggestion for the "next game", though, and that is to give players greater access to certain modifiers that appear now to be hard-coded in the game, such as manpower levels and production capacities. This would allow players to create mods that fine-tune game balance. Or am I mistaken about the availability of those values now? I looked through the game editor and couldn't find anything resembling that stuff.
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stjeand
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Re: Movement rates

Post by stjeand »

I believe you can change most of that in the editor...

I see places for adding PP, adding more manpower and the cap...

Though maybe you are looking at changing how much MP required to build a unit?
That is hard coded as far as I can tell.
generalfdog
Posts: 607
Joined: Fri Dec 18, 2020 4:41 pm

Re: Movement rates

Post by generalfdog »

main game plays VERY well now I don't see many issues. 37 scenario possibly needs some tweaks due to a lack of testing, from what I have seen it seems a bit to hard for Japan, but I could be wrong.
Kriegsspieler
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Re: Movement rates

Post by Kriegsspieler »

stjeand wrote: Tue Apr 12, 2022 5:08 pm I believe you can change most of that in the editor...

I see places for adding PP, adding more manpower and the cap...

Though maybe you are looking at changing how much MP required to build a unit?
That is hard coded as far as I can tell.
Well, both in fact, but I would be happy being able to tweak the former. I'll take another look in the editor -- I couldn't where to adjust those numbers.
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AlvaroSousa
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Re: Movement rates

Post by AlvaroSousa »

You can change many things in the editor. It isn't super user friendly as it was made to make the game.

There is a manual in the manual sections for it. But you should be able to figure it out.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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