Map Mod Information
Moderators: Joel Billings, wdolson, Don Bowen, mogami
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Mike Scholl
- Posts: 6187
- Joined: Wed Jan 01, 2003 1:17 am
- Location: Kansas City, MO
RE: RE:Game Crash in Scen 115
Andrew. I failed to mention it before, but I think your map is a big improvement over the
original. I like the 2D look, as it makes the units more visable. The original has a nasty
habit of losing TF's in the printing. 2by3 seemed to have gotten caught up in making it
"pretty" rather than usable. For naything you spend hundreds of hours looking at, "pretty"
runs a poor second to "user friendly". As soon as the latest round of "bugs" is cleared up
(and you seem to be working diligently on that) I plan to shift to your map and forget the
original ever existed.
original. I like the 2D look, as it makes the units more visable. The original has a nasty
habit of losing TF's in the printing. 2by3 seemed to have gotten caught up in making it
"pretty" rather than usable. For naything you spend hundreds of hours looking at, "pretty"
runs a poor second to "user friendly". As soon as the latest round of "bugs" is cleared up
(and you seem to be working diligently on that) I plan to shift to your map and forget the
original ever existed.
RE: RE:Game Crash in Scen 115
ORIGINAL: Mike Scholl
Andrew. I failed to mention it before, but I think your map is a big improvement over the
original. I like the 2D look, as it makes the units more visable. The original has a nasty
habit of losing TF's in the printing. 2by3 seemed to have gotten caught up in making it
"pretty" rather than usable. For naything you spend hundreds of hours looking at, "pretty"
runs a poor second to "user friendly". As soon as the latest round of "bugs" is cleared up
(and you seem to be working diligently on that) I plan to shift to your map and forget the
original ever existed.
so how is the current testing going??? who all has used or is using this map??? comparisons/contrasts/likes/dislikes??? anymore bugs found? andrew are u planning on releasing a new version soon???

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- Ron Saueracker
- Posts: 10967
- Joined: Mon Jan 28, 2002 10:00 am
- Location: Ottawa, Canada OR Zakynthos Island, Greece
RE: RE:Game Crash in Scen 115
It seems good[:)] so far but my pace as Japan the first few turns sucks.[X(]


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- Andrew Brown
- Posts: 4087
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: RE:Game Crash in Scen 115
ORIGINAL: Tanaka
so how is the current testing going??? who all has used or is using this map??? comparisons/contrasts/likes/dislikes??? anymore bugs found? andrew are u planning on releasing a new version soon???
Sometime in the next couple of days I will be releasing a small update to the map data file which fixes a couple of things. The most important thing I found, prompted by the post from Scharnhorst, is that Clark Field in the Philippines is a coastal hex, and naval units can go there (via Bataan), even though the base itself is an 'airfield' only. I have fixed that by making Clark Field a land hex and inaccessible by ships. There are a couple of other minor map data fixes as well.
The other bug not fixed yet is that I forgot to draw in an atoll next to Kavieng (can't remember the name), so there is a dot base floating in the ocean there which can't be used. Not a killer but it is a nuisance. I have been wondering whether to simply remove the base itself, which only requires a new version of the scenario files, or add it to the map, which requires new maps.
There will also be a few small changes to the starting positions of some of the new units. e.g. there are no units currently starting at Seward in Alaska. No biggie for human players but the AI will never move units there.
I am now thinking ahead to further possible changes, some of which are really separate issues to the map itself. e.g. China seems to be chronically undersupplied. maybe a small amount of intrinsic daily supply should be added to each Chinese city?
Finally, I am thinking about a possible major modification - adding some type of British "Middle East" base to the very top left corner of the map. This would be a very big change, depending on how it is done, and so even if it gets done one day it would definitely be an optional one. I don't know if it is a good idea at all - It is just something I am kicking around in my head right now.
Andrew
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Mike Scholl
- Posts: 6187
- Joined: Wed Jan 01, 2003 1:17 am
- Location: Kansas City, MO
RE: RE:Game Crash in Scen 115
The MIDDLE EAST location (or for that matter, call it CCPG for Capetown to Cairo to the Persian Gulf sounds like an interesting idea..., but could you hold off on it while you get the rest up and going? It also sounds like something that could open a few cans-of-worms and a lot of effort to get "right". It would be nice to have a place to bring oil to India from, and some additional repair capacity and such. But it isn't vital to playing the game right now, and would seem to require a LOT of re-coding of arrival points and dates.
I think China being cronically undersupplied is supposed to represent reality. The Chinese WERE short of a lot of military supplies, which is why the "hump" was flown and the Ledo and Burma roads were built. The real problem with the game in China (and the land game in general) seems to be that both sides can accumulate enough supply to launch attacks much more frequently and to much greater extents and distances than were historically possible. Maybe what is really needed is more "wastage" of supply moving overland...
I think China being cronically undersupplied is supposed to represent reality. The Chinese WERE short of a lot of military supplies, which is why the "hump" was flown and the Ledo and Burma roads were built. The real problem with the game in China (and the land game in general) seems to be that both sides can accumulate enough supply to launch attacks much more frequently and to much greater extents and distances than were historically possible. Maybe what is really needed is more "wastage" of supply moving overland...
- Andrew Brown
- Posts: 4087
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: RE:Game Crash in Scen 115
ORIGINAL: Mike Scholl
The MIDDLE EAST location (or for that matter, call it CCPG for Capetown to Cairo to the Persian Gulf sounds like an interesting idea..., but could you hold off on it while you get the rest up and going? It also sounds like something that could open a few cans-of-worms and a lot of effort to get "right". It would be nice to have a place to bring oil to India from, and some additional repair capacity and such. But it isn't vital to playing the game right now, and would seem to require a LOT of re-coding of arrival points and dates.
The "Middle East" idea is just that - an idea. I won't be pursuing it for a while yet, and it may never happen. There would need to be a lot of discussion about pros and cons first to see whether it is even worth considering. I just thought I would mention it.
Andrew
RE: RE:Game Crash in Scen 115
quick question before I start using THE MAP
the fix's eg Clark Field would require a release (ongoing till all found and fixed) of the map database file - will this require a restart each time to pick the fix [&:][&:] I know that changes to the map itself dont need a restart but if a restart is required it may be better to wait for those player who are testing for bugs to finish - if no resart is required
the more playing as of now would speed up the process.
A new major base at the top right hand of map would vert usefull if treated the same as San
Fran with same specs - size 10 - large repair - upgrade and conversion - this would save having to send TF's to San Fran all the way from India for Major repairs and or Conversion
even an upgrade of Karachi to San Fran capabilities would help
Cobra Aus
the fix's eg Clark Field would require a release (ongoing till all found and fixed) of the map database file - will this require a restart each time to pick the fix [&:][&:] I know that changes to the map itself dont need a restart but if a restart is required it may be better to wait for those player who are testing for bugs to finish - if no resart is required
the more playing as of now would speed up the process.
A new major base at the top right hand of map would vert usefull if treated the same as San
Fran with same specs - size 10 - large repair - upgrade and conversion - this would save having to send TF's to San Fran all the way from India for Major repairs and or Conversion
even an upgrade of Karachi to San Fran capabilities would help
Cobra Aus
Coral Sea Battle = My Birthday
- Andrew Brown
- Posts: 4087
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: RE:Game Crash in Scen 115
ORIGINAL: CobraAus
quick question before I start using THE MAP
the fix's eg Clark Field would require a release (ongoing till all found and fixed) of the map database file - will this require a restart each time to pick the fix [&:][&:] I know that changes to the map itself dont need a restart but if a restart is required it may be better to wait for those player who are testing for bugs to finish - if no resart is required
the more playing as of now would speed up the process.
Whether you need to restart or not depends on the fix:
- Changes to the map art have no in-game effect. It is just cosmetic and can be changed any time.
- Changes to the map data can be done at any time. All you need to do is exit the running game and start it up again.
- Changes to the scenarios require a restart, of course.
I have uploaded my new map data file to my website. I will post the link in a new thread.
Thanks for all of your comments, it is very nice to be getting some support.
Andrew
RE: RE:Game Crash in Scen 115
ORIGINAL: Ron Saueracker
It seems good[:)] so far but my pace as Japan the first few turns sucks.[X(]
noticed any big differences in gameplay???

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RE: RE:Game Crash in Scen 115
ORIGINAL: Andrew Brown
ORIGINAL: CobraAus
quick question before I start using THE MAP
the fix's eg Clark Field would require a release (ongoing till all found and fixed) of the map database file - will this require a restart each time to pick the fix [&:][&:] I know that changes to the map itself dont need a restart but if a restart is required it may be better to wait for those player who are testing for bugs to finish - if no resart is required
the more playing as of now would speed up the process.
Whether you need to restart or not depends on the fix:
- Changes to the map art have no in-game effect. It is just cosmetic and can be changed any time.
- Changes to the map data can be done at any time. All you need to do is exit the running game and start it up again.
- Changes to the scenarios require a restart, of course.
I have uploaded my new map data file to my website. I will post the link in a new thread.
Thanks for all of your comments, it is very nice to be getting some support.
Andrew
andrew,
just installed your map and must say it looks much better than i thought. not bad at all. i like a lot of your ideas and the map is very colorful. i especially like the weather zones on the map. will be interesting to see how different the gameplay is. will try and test it as japan vs the allied ai at some point.
also... is Nome supposed to be in the water???
just curious...thanks!

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- Andrew Brown
- Posts: 4087
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: RE:Game Crash in Scen 115
What scenario did you load with the new map Tanaka? The only modded scenario available with the mod package is scenario 115.
RE: RE:Game Crash in Scen 115
ORIGINAL: Andrew Brown
What scenario did you load with the new map Tanaka? The only modded scenario available with the mod package is scenario 115.
115

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- Andrew Brown
- Posts: 4087
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: RE:Game Crash in Scen 115
ORIGINAL: Tanaka
ORIGINAL: Andrew Brown
What scenario did you load with the new map Tanaka? The only modded scenario available with the mod package is scenario 115.
115
Do you mean that the base icon for Nome appears to be in the water? If so, that is becuase I have drawn the coastlines realistically, and I have not adjusted them to make it look like all bases are on land. The base icons are always placed in the centre of the hex by the game, so sometimes, like at Nome, it looks like they are in the sea but in game terms there is no effect - they operate normally. In game terms the hex that Nome is located in is a coastal hex and it operates that way.
Andrew
RE: RE:Game Crash in Scen 115
ORIGINAL: Andrew Brown
ORIGINAL: Tanaka
ORIGINAL: Andrew Brown
What scenario did you load with the new map Tanaka? The only modded scenario available with the mod package is scenario 115.
115
Do you mean that the base icon for Nome appears to be in the water? If so, that is becuase I have drawn the coastlines realistically, and I have not adjusted them to make it look like all bases are on land. The base icons are always placed in the centre of the hex by the game, so sometimes, like at Nome, it looks like they are in the sea but in game terms there is no effect - they operate normally. In game terms the hex that Nome is located in is a coastal hex and it operates that way.
Andrew
ok gotcha

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RE: RE:Game Crash in Scen 115
Thanks Andrew!
Can you do us all a favor?
After you get all the modifications for the map and your scenarios. Can you get Spooky to post them under one heading?
I've looked at it a couple of times and wasn't sure if I had all the updates and corrections.
The way they are scattered out on his site makes it kind of daunting.[:D]
Can you do us all a favor?
After you get all the modifications for the map and your scenarios. Can you get Spooky to post them under one heading?
I've looked at it a couple of times and wasn't sure if I had all the updates and corrections.
The way they are scattered out on his site makes it kind of daunting.[:D]
- Andrew Brown
- Posts: 4087
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: RE:Game Crash in Scen 115
ORIGINAL: Halsey
Thanks Andrew!
Can you do us all a favor?
After you get all the modifications for the map and your scenarios. Can you get Spooky to post them under one heading?
I've looked at it a couple of times and wasn't sure if I had all the updates and corrections.
The way they are scattered out on his site makes it kind of daunting.[:D]
Hopefully Spooky only has the latest version of the various things on his site. Since the map mod is a big mod, and version 2 is a fairly big update with everything getting updated, it makes sense to have it all grouped together. If there are further updates, then the version numbers need to be specified for each update as well. I will ask him - but he may spot this comment anyway.
Andrew
RE: RE:Game Crash in Scen 115
Thanks Andrew! An old man like me needs all the help I can get![:D]
- jwilkerson
- Posts: 8272
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: Map Mod Information
base 737 and base 734 ( both dot bases ) seem to be in the same hex 58,96 ... I assume this is unintentional.
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bradfordkay
- Posts: 8686
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
RE: Map Mod Information
Andrew, I just dl'ed your map and have been looking at it. A definite improvement over the original one, except in looks (it is acceptable, however).
I did notice one thing. When you hit the "R" key, it appears that the railroad stops one hex short of Darwin. Is this intentional?
I did notice one thing. When you hit the "R" key, it appears that the railroad stops one hex short of Darwin. Is this intentional?
fair winds,
Brad
Brad
RE: Map Mod Information
ORIGINAL: bradfordkay
Andrew, I just dl'ed your map and have been looking at it. A definite improvement over the original one, except in looks (it is acceptable, however).
I did notice one thing. When you hit the "R" key, it appears that the railroad stops one hex short of Darwin. Is this intentional?
i think subchaser is working on making andrew's map look more like the game map....but andrews map looks pretty good i must say...

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