RHS Thread: Planned Update 8.20

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Lam0ttePicquet
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Re: RHS Thread: Major Update 7.20

Post by Lam0ttePicquet »

Using scen 125, I see that 2 type of squads are at 0 AV since update 7.0:
MC&USN03RflSquad (in USMC defense battalions)
NZ SMLE Section
el cid again
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Re: RHS Thread: Major Update 7.21

Post by el cid again »

https://drive.google.com/drive/folders/ ... sp=sharing

On the principle that any large data set must contain eratta, I reviewed the work issued yesterday. I focused on ship classes and their upgrade and conversion paths, and associated dates. I then updated ships in the classes as appropriate. Documentation - the RHS Ship Bind List and Japanese Carrier (and Capital Ship) Logic - was also updated. Note the RHS Ship Bind List has a column indicating if a record is also found in stock - so it serves as a stock ship bind list as well

Sid
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Edward75
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Re: RHS Thread: Major Update 7.21

Post by Edward75 »

It took several days to edit text for translation to read! It was not easy.) However, I did it!

This is not Mod! No, No! Are you joking? You made planet spin other way! Is it even possible?
Now seriously, Sid has put so much time, effort and patience into making mod. I repeat, this is not a mod but an almost NEW Game of several levels and Scenarios! I was thinking, if you are a programmer (as you say), maybe you (or Team: You, Mifune and someone else ...) would be better off creating a completely new game where your imagination will be limitation only?! Is it possible?!

I carefully read how you talked about characteristics of aircraft and ships. This is great! Yes, we all want realism in game, but there is one problem! This is a game with its own kind of code. No one knows how this code works, as I see even developers))). Just entering realistic data into mod is not enough, you need to understand how this data will work in the game!
For example, once my friend created a mini-mod. He changed some of unit data (more realistic, that's right). Increased range of Japanese torpedoes Long Lance, which is consistent with historical data. But! In naval combat, upon first contact with enemy, Japanese ships would start firing torpedoes from a long distance (in mod, distance was increased), and there were almost never any hits from such a long distance. By the time ships approached at close range, torpedo tubes were already empty! What did this (realistic) change in mod give? Reduced effectiveness (Hits) of Japanese torpedoes to 0!!!
Finding a balance in game between code and realistic unit data needs tests, tests, tests! Or to know how code works, but alas ...

Questions:
1. What happens if there is a unit on path/road or water during Season change, and in next Season terrain changes there (path disappears or becomes impassable on ice or path)?
2. It is not clear how to update Mod? Should I just paste and replace new files or completely reinstall? How to understand in what cases what to do?
3. IF I now start a RBEM full campaign, will I be able to update game and continue with next update, or is it critical with problems and cannot be done this way?

I just really want to start playing this mod as soon as possible, but for so many years mod has been constantly updated!!! Maybe it's better to focus your time on creating one scenario, rather than doing several scenarios and Levels at once? Just my opinion.

I want to make a list (long wanted) of missing Soviet ships that are not in stock. But for this I need to prepare everything and check. But, I will do it in near future!
belfry
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Re: RHS Thread: Major Update 7.21

Post by belfry »

Hi guys - A couple of us are about to embark on a long game out of the RHS series. Thanks for the work on these (El Cid).

So we have both managed to upload and get an initial set up sorted. My question is about bugs/ problems later down the line. For those who have got a long way down the line/completed an RHS scenario have you encountered any issues? We are both experienced/committed players so it is likely to get towards 46 before anything decisive so I don't want any surprises a couple of years down the line.

The last thing; I use Tracker as I predominantly play Japan. Has anyone updated the areas identified by the RHS Scenario designer and uploaded/created a text file covering these?

Hope this makes sense and again thanks for the hard work regards Si
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Yaab
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Re: RHS Thread: Major Update 7.21

Post by Yaab »

Read posts by lonelobo and Yaab on the previous page in this thread.
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Yaab
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Re: RHS Thread: Major Update 7.21

Post by Yaab »

Scen 122, RHS II 7.21

The ranges of 5inch AA guns (and other AA guns) on ships seem too short. Maybe the fields Range/Ceiling in Editor are mixed up?
Single-purpose guns (non-AA guns) are unaffected.

RHS
Image

Stock
Image
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Lam0ttePicquet
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Re: RE: RHS Level II Development Report

Post by Lam0ttePicquet »

Yaab wrote: Sun Dec 12, 2021 8:13 am Scen 122, RHS II

Yes, only support squads are being produced for the Allies.

Here is a screenshot focusing on Chinese squad devices, since the Chinese are involved in several battles on 8 Dec 1941 and need some replacements. On Dec 7 and Dec 8 nothing was produced.

Image
I did a short investigation related to that with the editor, as I have observed that also. Squad and AFV devices on allied side are set to can build = No, whereas it should be Yes IMHO.
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Yaab
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Re: RHS Thread: Major Update 7.21

Post by Yaab »

Here is what I did.

Scen 122, Allies

Changed NRA T1924 Rifle Sqd to "Can build-Yes" in the Editor.

Saved the scenario as scen 132.

Ran the first turn and and the game produced 30 NRA squads (build rate 900 per month)

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Lam0ttePicquet
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Re: RHS Thread: Major Update 7.21

Post by Lam0ttePicquet »

I did it also on scen 125 and it's now OK.
It required a lot of careful clics with the editor - almost 500 devices to set to "Can build-Yes" from roughly ID 700 to ID 1200 with few in the middle to keep at No.
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Yaab
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Re: RHS Thread: Major Update 7.21

Post by Yaab »

Good for you. However, the RHS scenarios as they are now, are simply unplayable. Makes no sense to play them.
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Axe1999
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Re: RHS Thread: Major Update 7.21

Post by Axe1999 »

Hey guys, looking for any experiences playing this mod against AI. Im looking into scenario that is AI adapted (forgot the number). How is the AI scripting? How does it handle new toys? How does ASW work in this mod regarding its modifications? Looking to play against JAP AI.
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btd64
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Re: RHS Thread: Major Update 7.21

Post by btd64 »

I believe that the even number scenarios are for AI use....GP
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Yaab
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Re: RHS Thread: Major Update 7.21

Post by Yaab »

Axe1999 wrote: Tue Mar 07, 2023 10:55 am Hey guys, looking for any experiences playing this mod against AI. Im looking into scenario that is AI adapted (forgot the number). How is the AI scripting? How does it handle new toys? How does ASW work in this mod regarding its modifications? Looking to play against JAP AI.
This mod is work in progress.

I have played scen 122 vs Jap AI for two turns. Noticed the game is not producing Allied devices and quit the game after two turns.
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Axe1999
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Re: RHS Thread: Major Update 7.21

Post by Axe1999 »

Yaab wrote: Tue Mar 07, 2023 6:48 pm
Axe1999 wrote: Tue Mar 07, 2023 10:55 am Hey guys, looking for any experiences playing this mod against AI. Im looking into scenario that is AI adapted (forgot the number). How is the AI scripting? How does it handle new toys? How does ASW work in this mod regarding its modifications? Looking to play against JAP AI.
This mod is work in progress.

I have played scen 122 vs Jap AI for two turns. Noticed the game is not producing Allied devices and quit the game after two turns.
That I can deal with in editor, looks to be known problem, reading the thread for last few pages. Any other obvious issues?
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Yaab
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Re: RE: RHS Level II Development Report

Post by Yaab »

Lonelobo wrote: Sun Dec 12, 2021 6:37 am A short feedback on some issues that I encountered during an AI game (Scen 122):

- The Jap AI is not really sending out Sub patrols or only into the waters around Japan and Australia.

- ASW combat is flawed, because in July 1942 not a single sub has been sunk except for the ones at Manila in the first turn and a few midget subs at PH. There were quite some ASW encounters with hits, but never a sunken sub (verified by looking at the Japanese side)

- TBD Devastators are set to Carrier Trained but not Carrier Capable, thus resulting in Carrier planes diverting to land bases after every mission

- A lot of allied devices are set to: "Can build - NO", although I am not sure if this has an impact (was pointed out by another player in the Opponents Wanted Forum)

- The map files for Monsoon 1942 seem to be broken because Aden is not reachable anymore if you load up this file (later files are working again).

Maybe this helps in polishing up the scenarios!
Best feedback so far.
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Axe1999
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Re: RHS Thread: Major Update 7.21

Post by Axe1999 »

Ah, looks like a no-go for either PBEM or AI game. Shame, I really like parts of the mod.

I was wondering about ASW because I saw DCs were modeled like 'stacks' of bombs from bombers, but it looks like it doesn't really work like intended.
el cid again
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Re: RHS Thread: Minor Update 7.22

Post by el cid again »

27 June 2023

This update contains a new start of game pwhexe.dat (for all scenarios - full name II41WINTERpwhexe.dat - rename to pwhexe.dat and put in primary AE folder top level to execute). It removes three primary RR hexes not yet in play.

It also contains dozens of minor updates to Allied units. These mainly add small numbers of naval support squads to start of game minor ports. This better models the ability of those units to support small ship repairs.

There will be more updates. I am returning to part time gaming after years of working on Chinese air forces for USAF.

https://1drv.ms/f/s!Ap7XOIkiBuUwhccqqjo ... g?e=fUWf9L
el cid again
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Re: RHS Thread: Minor Update 7.22

Post by el cid again »

27 June 2023

This update contains a new start of game pwhexe.dat (for all scenarios - full name II41WINTERpwhexe.dat - rename to pwhexe.dat and put in primary AE folder top level to execute). It removes three primary RR hexes not yet in play.

It also contains dozens of minor updates to Allied units. These mainly add small numbers of naval support squads to start of game minor ports. This better models the ability of those units to support small ship repairs.

There will be more updates. I am returning to part time gaming after years of working on Chinese air forces for USAF.

https://1drv.ms/f/s!Ap7XOIkiBuUwhccqqjo ... g?e=fUWf9L
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Axe1999
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Re: RHS Thread: Major Update 7.21

Post by Axe1999 »

Not at my PC for next few days so cant download, any fixes for devices set to 'Not Buildable' , any balancing of ASW?
el cid again
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Re: RHS Thread: Major Update 7.23

Post by el cid again »

https://drive.google.com/drive/folders/ ... drive_link

This is the same as 7.22 minus the AE Executable and some documentation. 7.22 was too big to fit in OneDrive
at its 10gb free size. Instead, GoogleDrive is used - permitting 15 gb.

Like 7.22, it has a slightly improved game start pwhexe.dat file (for all scenarios. It also features numbers of minor Allied unit improvements, mainly adding naval support squads to minor ports at game start.
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