New! v1127 Public Beta Available

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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Nomad
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Re: New! v1127 Public Beta Available

Post by Nomad »

There are a lot of map changes, and as far as I know, there is no list of them. He will need to put up both maps and compare them. I know that there are changes in the Solomon Islands around Shortlands, in th ePI there is a new base Suba Bay(?) and some new bases and a map change in Malaya. There are new bases in China, Burma, India, NZ, Australia, etc. And the off map movement has been changed considerably.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Nomad wrote: Wed Nov 16, 2022 8:20 pm There are a lot of map changes, and as far as I know, there is no list of them. He will need to put up both maps and compare them. I know that there are changes in the Solomon Islands around Shortlands, in th ePI there is a new base Suba Bay(?) and some new bases and a map change in Malaya. There are new bases in China, Burma, India, NZ, Australia, etc. And the off map movement has been changed considerably.
I was a bit slow in getting this information together, but here is a (mostly complete) list of changes. If you spot further changes that are missing from this list (I am sure there will be some), please post them here:
  • Aden and Abadan off-map areas are now separated - they are now no longer connected off-map, and connect separately to the main map;
  • A portion of Egypt has been added, including the Suez Canal, along with several British bases. The Suez base now acts as the main entry/exit point for Allied forces moving between the map and the Mediterranean, instead of Aden.
  • The addition of a small part of the Arabian peninsula (separating Egypt/Aden and Abadan);
  • The addition of a small part of Baluchistan and the North West Frontier areas in North West India (at the top edge of the game map);
  • The addition of Jamaica as a new off-map base in the Caribbean;
  • An additional section of "off-map" USA, connected by land and railway to the other US off-map areas, and including the port of New Orleans;
  • A more extensive depiction of the effects of the flooding caused by the diversion of the Yellow River (Huang He) in China. The flooding that resulted from the diversion of the Yellow River is represented by the following changes:
    • The following hexes are now swamp hexes: 89,44, 88,45, 89,46, 88,47, 89,47, 89,48, 90,48, 89,49, 90,49, 91,49, 92,50.
    • The railway line and road between hexes 88, 43 and 88,44 (Chengchow) are both cut
    • The railway line between hexes 88,43 and 89,44 (Kaifeng) is cut
    • The railway line between hexes 90,49 and 90,50 is cut
    • The road between hexes 90,46 and 89,48 is cut, and the remainder downgraded from primary to secondary road
    • Cut rail lines retain their ‘track’ status for non-rail transport
  • The destruction of the Peiping-Hankow railway bridge across the Yellow River is now represented as a break in that railway NE of Chengchow.
  • All road and railway bridges across the Yangzte River between Hankow (85,50) and the coast have been removed.
  • Some new atolls – all very small in size – have been added in the Caroline Islands:
    • Puluwat (hex 108,107)
    • Namonuito (hex 110,105)
    • Hall Islands (hex 113,106)
  • Scawfell Island (small island) added in hex 95,148 (just off the coast of Queensland, Australia).
  • The island of Rendova (large island) in the Solomons now gets its own hex (110,135). It was formerly on the border between that hex and hex 111,134 (part of New Georgia).
  • The Paracel islands, a very small atoll, has been added in hex 71,67.
  • The island of Pulo Condore (medium island) has been added in hex 59,75.
  • The ‘Adams Bridge’ stretching between India and Ceylon now includes an island (medium sized) in hex 31,44 (Pamban Island) and the railway that connected it to the Indian mainland.
  • A minor railway line has been added in Burma from Lashio (hex 62,46) to the adjacent hex 61,45. The latter is the location of the Bawdwin mine, which was a significant source of metals. To make use of this addition a scenario will need to include a base in hex 61,45.
  • Most of the road between Shwebo (hex 59,45) and Myitkyina (hex 64,42) has been downgraded from a secondary road to a track (coincident with the railway between the towns)
  • A portion of the Ledo Road has been removed between Bhamo (hex 63,44) and Myitkyina (hex 64,42). The Ledo Road was not completed until late 1944.
  • A missing railway line has been added in Malaya between Kualar Lumpur (hex 49,79) and the adjacent hex 48,79. To make use of the railway line a scenario will need to include a base in hex 48,79 (Port Swettenham).
  • Several minor inconsistencies between map art and map data for railway lines in China have been corrected, by changing the map data to match the map art. These are mainly railway ‘stubs’ that have been cleaned up.
  • The map text for the base ‘Manado’ changed to ‘Menado’.
  • The map text for the following Soviet bases have been corrected:
    • Kysyl to Kyzyl
    • Choybalsan to Choibalsan
  • The terrain art in hexes 80,13, 81,14 and 81,15 changed from Clear to Forest+Rough so that the map art matches the existing map data.
  • Some of the terrain in Northern Australia has been changed to increase map accuracy and reduce the large expanses of clear terrain:
    • Hexes 72,127 and 72,128 changed to rough
    • Hexes 73,127 and 74,127 changed to rough
    • Hex 70,129 changed to rough
    • Hexes 77,127, 77,128 and 78,128 changed to rough
    • Hexes 78,127, 79,127, 79,128 and 81,128 changed to jungle+rough
    • Hexes 81,135, 81,136, 82,136 and 81,137 changed to rough
    • Hexes 83,141, 83,142 and 83,143 changed to rough
    • Hex 76,128 (Katherine) changed to cultivated
    • Hex 86,147 (Winton) changed to cultivated
    • Hexes 91,146 and 91,149 changed to cultivated
  • The map text for the base ‘Anking’ shifted a little so that the road underneath it is not obscured.
  • The map data for the Skeene River between Prince Rupert and Terrace now matches the map art.
  • The one hex long stub of road leading north from Fort St. John in Canada (hex 203,34) has been removed. This was part of the ALCAN Highway which was not constructed until after the start of the Pacific War.
  • Most of the roads between Edmonton (hex 210,35) and Fort St. John (hex 203,34) have been downgraded from Primary to Secondary roads.
  • The roads to the hex locations of the Canadian towns of Hay River (hex 201,24) and Yellowknife (hex 199,21) have been removed. Apparently these were ‘winter roads’ and construction of proper roads only started at the end of WW2.
  • The hexsides of hex 211,22 have been modified to match the map art (changed W and SW hexsides to Land).
  • The Richardson Highway between Valdez and Fairbanks in Alaska has been downgraded from a Main to a Secondary road.
  • The one-hex long portion of the Glenn Highway that existed between Anchorage and Palmer (hex 181,35) at the start of the Pacific war has been added as a Secondary road.
  • Several minor fixes to railway map data in China to ensure map data matches map art.
  • The island of Kalao in the DEI (66,110) has had its map data corrected so that amphibious assaults of the hex are now allowed.
  • Hex 84,110 has been changed from a land hex to a coastal hex to match the map art.
  • The rail line on Shikoku Japan, between Takamatsu (hex 107,59) and hex 107,60 has been removed.
  • A minor railway line has been added connecting the railway in hex 106,59 and Kochi (hex 106,60).
  • The data for the secondary road between Takamatsu (hex 107,59) and Kochi (hex 106,60) has been corrected.
  • A phantom river has been removed from the hexside between hexes 75,128 and hex 74,127 in Australia.
  • A phantom river has been removed from the hexside between hexes 211,26 and hex 210,27 in Canada.
  • River hexside data added for the river hexside between hexes 90,114 and 89,113 in Dutch New Guinea.
  • Mildura (hex 80,164) is now connected by railway to hex 79,165.
  • Canberra (hex 87,169) is now connected by railway to hex 88,168.
  • The map data for the road leading west from Kendari has been added in hex 70,106 to match the map art.
  • Phantom river hexsides removed from the E and SE sides of hex 62,55 (near Luangprabang).
  • A number of Ocean hexes in the Gulf of Carpentaria have been changed from Deep Ocean to Shallow Ocean to match the map art.
  • The Ocean hexes 50,54 and 51,54 have been changed to Shallow Ocean to match the map art.
Most of these changes are carried over from my extended map, which has been around for a while now. I updated and corrected that map last year with the help of input from some of the Matrix forum members:
  • Kull
  • DesertWolf101
  • Dutch_slith
  • GetAssista
  • Wirraway_Ace
  • HansBolter
Particular thanks to LargeSlowTarget, who has made a map mod including the Yellow River flooding, several new islands, the Adams Bridge, and the railway to Bawdwin. With his permission, I have used his modified map as a source for these ideas.
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Re: New! v1127 Public Beta Available

Post by btd64 »

Zovs wrote: Wed Nov 16, 2022 6:56 pm Noticing some basic typos in the new manual. Mainly with following annoyances that serve no known purpose.

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I thought that I got them all. Will fix....GP
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Re: New! v1127 Public Beta Available

Post by Moltrey »

BananaConvention wrote: Wed Nov 16, 2022 7:58 pm Does anyone know where I can find a detailed and precise list of all map changes in this patch? My friend Skacee wants to update his Rich Info map mod but it would help if I could provide him with precise changes to the map so he can account for them.

Thanks!
That's great news BC! Tell him a big thanks next time you talk.
Hoping Skacee can continue to include some of the last suggestions on his regular thread as well.
Looking forward to testing it out. :D
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Re: New! v1127 Public Beta Available

Post by Platoonist »

Going by memory as I don't have the game open at the moment, but I recall that the town of Saskatoon has been added to Canada and Bremerton in the US. Previously, Bremerton has been in the DaBabes mods for some time.
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

Platoonist wrote: Thu Nov 17, 2022 3:16 pm Going by memory as I don't have the game open at the moment, but I recall that the town of Saskatoon has been added to Canada and Bremerton in the US. Previously, Bremerton has been in the DaBabes mods for some time.
Saskatoon is at 216, 32 and Bremerton (211, 52) is right across the sound from Seattle. Bremerton (shipyard 150) is where the Warspite and the Colorado start now.
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Re: New! v1127 Public Beta Available

Post by lopec »

So conflicted on whether to continue my GC against the AI or start anew with this updated map/data.
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Re: New! v1127 Public Beta Available

Post by Yaab »

Then you are lucky, I guess.

I don't consider myself thick, but riddle me this.

A week ago, I saw the first post in this thread (new patch!), read the linked changelog (same stuff as in the unoffcial version), downloaded the patch and unpacked it into the ONGOING campaign which uses the stock map.

Was it really SO HARD to add a caveat in the first post, that the patch includes a new version of the stock map?

The joys of uninstall/reinstall!

BTW, the manual changes its formatting on page 175 onwards to some eye-soring wide column.
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Re: New! v1127 Public Beta Available

Post by Andy Mac »

Finally got my access to work again - thank to Matrix C/S

their inevitably will be errors in the scens its almost impossible not to have a few but between myself and Andrew we will fix them as they come up
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Re: New! v1127 Public Beta Available

Post by Zovs »

Andrew Brown wrote: Thu Nov 17, 2022 10:28 am
Nomad wrote: Wed Nov 16, 2022 8:20 pm There are a lot of map changes, and as far as I know, there is no list of them...
I was a bit slow in getting this information together, but here is a (mostly complete) list of changes...

Can/will this be put into a what's new/changed or added to the manual?
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Re: New! v1127 Public Beta Available

Post by Zovs »

btd64 wrote: Thu Nov 17, 2022 12:12 pm
I thought that I got them all. Will fix....GP
Thank you so much!

Love the extra work going into the manual, it needs it :D

The old gal is great but needs some new paint here and there.
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Re: New! v1127 Public Beta Available

Post by lopec »

Yaab wrote: Thu Nov 17, 2022 5:06 pm
Was it really SO HARD to add a caveat in the first post, that the patch includes a new version of the stock map?


Yeah thankfully I keep multiple installs for different datasets and maps to begin with. But that was a surprising shock to see a new map. Had not seen it mentioned anywhere before or in the first post. Would be helpful for others I'm sure.
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Re: New! v1127 Public Beta Available

Post by Platoonist »

Yaab wrote: Thu Nov 17, 2022 5:06 pm Then you are lucky, I guess.

I don't consider myself thick, but riddle me this.

A week ago, I saw the first post in this thread (new patch!), read the linked changelog (same stuff as in the unoffcial version), downloaded the patch and unpacked it into the ONGOING campaign which uses the stock map.

Was it really SO HARD to add a caveat in the first post, that the patch includes a new version of the stock map?

The joys of uninstall/reinstall!
Luckily, I saw btd64's caveat in post #3 to install the beta over a fresh installation of the game, or I would have been in the same boat.
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Re: New! v1127 Public Beta Available

Post by btd64 »

Yeah, sorry about that, but was my thought behind the fresh install....GP
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Re: New! v1127 Public Beta Available

Post by Nomad »

Standard procedure, create new installation of game and use new patch to update. Then open and look about.
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Re: New! v1127 Public Beta Available

Post by btd64 »

Nomad wrote: Thu Nov 17, 2022 7:10 pm Standard procedure, create new installation of game and use new patch to update. Then open and look about.
Yeah, but not everybody knows that or reads every post....GP
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Re: New! v1127 Public Beta Available

Post by kevin_hx »

It's amazing!
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Re: New! v1127 Public Beta Available

Post by littleike »

New revised manual

I had a hand pencil note on my old manual near sec. 6.2.3 Task Force speed. I report here if you think that it could be useful to add.

In the Task Force screen the movement of the TF is indicated in hex. (m/c) means maximum and cruise speed distance per movement resolution phase. On the same line Fuel cruising range is indicated as (x/y) max distance TF can travel / distance in hex from home port. There is another (z) number that can appear after x/y . Its meaning is distance in hex from TF destination. If the mission type is Patrol (z) mean distance in hex to the end of the current patrol loop.

Thanks for your hard work
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Re: New! v1127 Public Beta Available

Post by Trugrit »

littleike wrote: Fri Nov 18, 2022 10:36 am New revised manual

I had a hand pencil note on my old manual near sec. 6.2.3 Task Force speed. I report here if you think that it could be useful to add.

In the Task Force screen the movement of the TF is indicated in hex. (m/c) means maximum and cruise speed distance per movement resolution phase. On the same line Fuel cruising range is indicated as (x/y) max distance TF can travel / distance in hex from home port. There is another (z) number that can appear after x/y . Its meaning is distance in hex from TF destination. If the mission type is Patrol (z) mean distance in hex to the end of the current patrol loop.

Thanks for your hard work
The game always figures in the distance back to home port if a target is set.

For a patrol zone the target is the last set point.

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Re: New! v1127 Public Beta Available

Post by btd64 »

littleike wrote: Fri Nov 18, 2022 10:36 am New revised manual

I had a hand pencil note on my old manual near sec. 6.2.3 Task Force speed. I report here if you think that it could be useful to add.

In the Task Force screen the movement of the TF is indicated in hex. (m/c) means maximum and cruise speed distance per movement resolution phase. On the same line Fuel cruising range is indicated as (x/y) max distance TF can travel / distance in hex from home port. There is another (z) number that can appear after x/y . Its meaning is distance in hex from TF destination. If the mission type is Patrol (z) mean distance in hex to the end of the current patrol loop.

Thanks for your hard work
Thanks. Will look into it....GP
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