Way Points

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hbrsvl
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Way Points

Post by hbrsvl »

Hi- Hope I'm in the right pew. It seems way points for ships are not available in 1.3, or am I wrong? I seem to remember something about way points a while ago. There was also something about a wish list-where do I access that? Could someone please enlighten me? Thanks, Hugh Browne
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dtravel
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RE: Way Points

Post by dtravel »

Response from 2by3 has been that waypoints cannot be added.
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PeteG662
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RE: Way Points

Post by PeteG662 »

One way to do anything like this is set a destination as one way point without retirement and then set another and another as you go or set just one with a destination base on the far end......
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RE: Way Points

Post by hbrsvl »

Hi-OK, thanks. Hugh
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RE: Way Points

Post by hbrsvl »

Hi-Thanks. I'm doing that, but sometimes the bookkeeping in trying to remember what TF is going where after the 1st destination gets to me. Hugh
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pasternakski
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RE: Way Points

Post by pasternakski »

Then do this: assign the TF a "waypoint" destination and change its home base to where you want it to go. As it approaches the "waypoint," set a new intermediate destination, if necessary, to avoid enemy LBA or other concerns.
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Ron Saueracker
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RE: Way Points

Post by Ron Saueracker »

The Allies really could use those missing islands we all talked about to get around the bad AI convoy routing and lack of way points. With Bora Bora (without the "Need Tampax" detail), Andaman Islands and Diego Garcia, the Allies could run CS convoys.
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RE: Way Points

Post by Bodhi »

ORIGINAL: Ron Saueracker
The Allies really could use those missing islands we all talked about to get around the bad AI convoy routing and lack of way points. With Bora Bora (without the "Need Tampax" detail), Andaman Islands and Diego Garcia, the Allies could run CS convoys.

Don't see in principle why you couldn't do that yourself. Only problem I can see is that you'd have to remember to switch the correct map graphic and hex data file back and forth when switching between games that do/don't have them. Apart from modifying the relevant graphic file and hex data file, you'd also need to make a new scenario with the bases added. None of it too difficult, unless I'm missing something obvious.
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RE: Way Points

Post by Ron Saueracker »

ORIGINAL: Bodhi
ORIGINAL: Ron Saueracker
The Allies really could use those missing islands we all talked about to get around the bad AI convoy routing and lack of way points. With Bora Bora (without the "Need Tampax" detail), Andaman Islands and Diego Garcia, the Allies could run CS convoys.

Don't see in principle why you couldn't do that yourself. Only problem I can see is that you'd have to remember to switch the correct map graphic and hex data file back and forth when switching between games that do/don't have them. Apart from modifying the relevant graphic file and hex data file, you'd also need to make a new scenario with the bases added. None of it too difficult, unless I'm missing something obvious.

Really, this is modder doable? I thought there was an underlying coding issue with bases. Perhaps just for AI, who cares. Be cool if the map changes discussed in variousthreads could be worked into a Lemurs! scenario. Man,that would be great.
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Bodhi
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RE: Way Points

Post by Bodhi »

As far as I can tell the bases would go into the scenario database files, and the hex data file would need to modded to put in the land/coast for the island hexes. Both of these are no problem. (Of course the relevant map graphic(s) would also need the islands added). A simple utility could be made to swap the hex data and map graphic files as well, but I guess you'd still have to remember to run this manually before starting WitP.

I forgot about the AI; not really looked at the AI files in the scenario editor, maybe there's something there? Then again, if they're only transit bases way out of the Japanese AI's zone of control, it may be better it doesn' know about them. [:D] Maybe the same goes for the Allied AI? But as you say, if it's for PBEM and agreed by both players as a "house rule" mod shouldn't be a problem.

If you're interested to give it a try contact me. I can help with the hex data and scenario database files, but as anyone who has seen the icons in my WitP Utility will know, I'm graphically challenged.[:D]

PS. Has anyone reading this played around with the scenario editor (AI files)? Any comments on your experience?
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RE: Way Points

Post by Ron Saueracker »

ORIGINAL: Bodhi

As far as I can tell the bases would go into the scenario database files, and the hex data file would need to modded to put in the land/coast for the island hexes. Both of these are no problem. (Of course the relevant map graphic(s) would also need the islands added). A simple utility could be made to swap the hex data and map graphic files as well, but I guess you'd still have to remember to run this manually before starting WitP.

I forgot about the AI; not really looked at the AI files in the scenario editor, maybe there's something there? Then again, if they're only transit bases way out of the Japanese AI's zone of control, it may be better it doesn' know about them. [:D] Maybe the same goes for the Allied AI? But as you say, if it's for PBEM and agreed by both players as a "house rule" mod shouldn't be a problem.

If you're interested to give it a try contact me. I can help with the hex data and scenario database files, but as anyone who has seen the icons in my WitP Utility will know, I'm graphically challenged.[:D]

PS. Has anyone reading this played around with the scenario editor (AI files)? Any comments on your experience?

We can get the guys who did the modded Oz map. Justin Prince (aka Tankerace) seems to be a wiz at this. Same with Andrey (Subchaser). This would be bloody amazing. [&o][:D]
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RE: Way Points

Post by Andrew Brown »

ORIGINAL: Ron Saueracker

We can get the guys who did the modded Oz map. Justin Prince (aka Tankerace) seems to be a wiz at this. Same with Andrey (Subchaser). This would be bloody amazing. [&o][:D]

I am the person who did the suggested OZ map improvement, and helped with the Alaska/Canada one.

I have not been advertising the fact up to now, but I have been working on a map mod for a long time now, incorporating both of these things and a lot more besides. I was going to post about it when the work is completed, but since you are discussing this I thought I would mention it now.

To give a brief indication - I have almost completed the artwork and the scenario modifications, the only thing I have yet to do is create the new map data file. I have decoded the file but it will take a while to input the correct data. Hopefully this will be done in the next few weeks and then the mod can be tested.

As an aside - after decoding the map data file I found what I believe is a bug in the file data that allows LCUs to move unrealistically fast in some situations. I have a fix for that which I provided to the game designers but I have yet to hear from them about it (I assume that they are too busy with more important things). I will be making a separate post soon asking for some volunteers to help test the fix. There was one person who was helping to test it already, but they are not replying to my emails so I don't know how it is going (I have not tested it extensively myself because all of my free time is going towards the map mod).
Information about my WitP map, and CHS, can be found on my WitP website

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Ron Saueracker
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RE: Way Points

Post by Ron Saueracker »

I'll help ya.
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RE: Way Points

Post by Andrew Brown »

ORIGINAL: Ron Saueracker

I'll help ya.

Thanks!

I have the stuff at home but I won't be able to get online from home until tomorrow (I'm at work right now). I will make a new topic in the main WitP forum so watch out for it.
Information about my WitP map, and CHS, can be found on my WitP website

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Bodhi
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RE: Way Points

Post by Bodhi »

Sounds interesting Andrew. Looking forward to seeing it.
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RE: Way Points

Post by Sharkosaurus rex »

Good work Andrew.

For long moves across the ocean from SF to Sydney you don't need way points. BUT for the close in stuff like trying to hunt down a sub or avoid a mid-ocean intercept way points would be so helpful. Or a fast moving SC TF trying to find a slow transport TF you have to be good at guessing. Another good use would minesweeping.

But one good thing to remember is that the home base you set doesn't have to be the one you return to. If you are trying to make it to a hex on the return path, you can set any hex you own. So one miles away, but maybe in the right direction could help you make a move you need.

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WhoCares
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RE: Way Points

Post by WhoCares »

ORIGINAL: Ron Saueracker

The Allies really could use those missing islands we all talked about to get around the bad AI convoy routing and lack of way points. With Bora Bora (without the "Need Tampax" detail), Andaman Islands and Diego Garcia, the Allies could run CS convoys.

Actually not, as a CS would still run between just the two points, home base and destination hex.
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Ron Saueracker
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RE: Way Points

Post by Ron Saueracker »

ORIGINAL: hbrsvl

Hi-Thanks. I'm doing that, but sometimes the bookkeeping in trying to remember what TF is going where after the 1st destination gets to me. Hugh

Wait until you have to babysit the thousands of ships from 43 on. I'm worried my finger is going to fall off with all this darned click here, click there stuff. Needs some user friendly assistance. If it is too much of a chore it will lose it's entertainment value.
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RE: Way Points

Post by Tanaka »

ORIGINAL: Andrew Brown
ORIGINAL: Ron Saueracker

We can get the guys who did the modded Oz map. Justin Prince (aka Tankerace) seems to be a wiz at this. Same with Andrey (Subchaser). This would be bloody amazing. [&o][:D]

I am the person who did the suggested OZ map improvement, and helped with the Alaska/Canada one.

I have not been advertising the fact up to now, but I have been working on a map mod for a long time now, incorporating both of these things and a lot more besides. I was going to post about it when the work is completed, but since you are discussing this I thought I would mention it now.

To give a brief indication - I have almost completed the artwork and the scenario modifications, the only thing I have yet to do is create the new map data file. I have decoded the file but it will take a while to input the correct data. Hopefully this will be done in the next few weeks and then the mod can be tested.

As an aside - after decoding the map data file I found what I believe is a bug in the file data that allows LCUs to move unrealistically fast in some situations. I have a fix for that which I provided to the game designers but I have yet to hear from them about it (I assume that they are too busy with more important things). I will be making a separate post soon asking for some volunteers to help test the fix. There was one person who was helping to test it already, but they are not replying to my emails so I don't know how it is going (I have not tested it extensively myself because all of my free time is going towards the map mod).

wow this is great to hear! i thought we were stuck with the map as is!
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