Version 2 of my map mod is now available

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Andrew Brown
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Version 2 of my map mod is now available

Post by Andrew Brown »

Version 2 of my map mod is now available. This version includes a number of fixes, changes and additions (see below). The mod is available at Spooky's (be warned, it is very big ~ 43MB):

Map mod version 2

Additional map variants and scenario files will be made available at Spooky's as they get done.

Information about the map mod can be found on my website, including an
online copy of the documentation. The web page is here:

War in the Pacific Map Mod

As with version 1, this is still in a "beta" stage. There were several faults discovered in version 1, and there will probably be a few more faults in this version as well. I will fix any faults that are discovered.

Here is an extract from the README file with some information on the changes in version 2:

Code: Select all

 Fixes, Changes and Additions
 ============================
 Version 2 includes the following fixes, changes and additions:
 Fixes:
 
    1. Chandpur (hex 31,25) in India was defined as a Land hex, making it
       impossible for naval task forces to travel there. Fixed by making
       it a coastal hex.
    2. Clark Field (hex 43,51) in the Philippines was defined as a
       coastal hex, with the ability for naval task forces to travel
       there via Bataan. Fixed by making the hex a Land hex and
       specifying all bordering hexsides as Land only hexsides. This now
       matches the way that the Clark Field hex is defined on the
       official map.
    3. Tabar (hex 63,88) was defined as a deep ocean hex, and the base
       was not moved from its position on the official map, making the
       base unuseable. The hex has now been drawn in and defined as an
       Atoll, and the base has been moved to its correct place
       (basically, this base was missed completely).
    4. Some hexsides in Manchukuo were defined as Ocean hexsides instead
       of Land hexsids as they should have been. Fixed.
    5. Hex 21,14 in India had railway/highway defined as its transport
       link type instead of trail (for a cultivated hex). Fixed.
    6. Hex 63,43 in Japan had a railway/highway defined as its transport
       link type, but the hex was drawn as containing trails. The map art
       was changed from trails to railway/highway to match the map data.
    7. Okinawa hexes were defined as clear instead of mountains, as in
       the official map. Fixed.
    8. The railway to Darwin, in Australia (hex 36,84), did not extend
       into Darwin itself. Fixed
    9. The Deboyne Island base (hex 59,98) was not in its correct
       location. Fixed.
   10. Numerous minor fixes to hexsides and transport links.
 
 Changes:
 
    1. The terrain type for Dacca (hex 32,24) in India has been changed
       from urban to cultivated (clear). Although it is heavily populated
       today it was MUCH smaller at the time of World War Two. In
       addition it is now flanked by rivers on five hexsides.
    2. Palk Strait, between Southern India and Ceylon, has been made
       impassable to Naval units. This shallow and treacherous strait is
       only navigable by small boats.
    3. Fort St. John in Canada (hex 131,27) has been moved one hex to the
       Northwest to place it on the correct side of the river, and to
       even out the distances on the air route that was used for ferrying
       aircraft to Alaska and the USSR.
    4. The Snake River in the USA was changed to a more correct alignment
       to make the inclusion of Boise easier.
    5. The amount of heavy industry and resources in Auckland, New
       Zealand, which were added in version 1, have been reduced
       considerably.
    6. The Coastal Defence units in Canada that were added in Version 1
       have been reworked to make them more accurate. The CD forces in
       Vancouver were also adjusted to more realistic levels (they were
       massively overpowered).
 
 Additions:
 
    1. The base Rangpur has been added four hexes inland from Calcutta.
       This part of India had no bases, while there are quite a few
       defined along the coast in the Dacca-Calcutta area.
    2. A trail has been added from Imphal (hex 34,26) to meet the railway
       at hex 34,24.
    3. A beach base has been added to Ramree Island (hex 29,29) near
       Akyab.
    4. A river has been added between Hong Kong (hex 43,42) and the rest
       of China. This "river" is intended to simulate the difficulty of
       moving into the region of Hong Kong and Hong Kong island.
    5. Christmas Island in the Indian Ocean (hex 15,62), near Java, has
       been added. It is an undeveloped Australian base at the start of
       the war. If this base causes too many problems with gameplay it
       will be removed in a future update.
    6. The base Boise (hex 143,40) has been added in the United States.
    7. The base Sacramento (hex 143,48) has been added in the United
       States. The railway/highway routes in the area were also adjusted.
       This base provides a backup location, reflecting real-life
       capability, in the unlikely event that San Francisco is attacked
       by the Japanese.
   
 
 


As before, if you do try this mod, please let me know if you find any problems with it.

Thanks,
Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

Here is a FAQ for the mod:

1. Why bother making an entire new map for the game?

War in the Pacific is supposed to be a very accurate simulation of the Pacific and Asian theatres of war in Workd War Two. While the game forces and orders of battle are modelled very accurately, the map has several major inacuracies. The biggest inaccuracies, and the ones that prompted me to make the map, are the transport infrastructures in Australia and North America.

Many distances in the original map are also not accurate, and while I could not eliminate all of these distance errors, or even most of them, I did manage to get the map more accurate distance-wise overall.

Finally, I wanted to add a few bases that were not present on the official map to see how they would affect the game, such as the Society Islands in the South Pacific, and Addu Atoll in the Maldives, Indian Ocean.

2. Is it compatible with the official map?

No, it is not. The modified map is not just different map graphics. The map data is also changed, and many bases are no longer in their original positions. Scenarios must be specially converted (mainly adjusting the location data and adding the new and modified base data) to enable them to be used with the map.

What this means is that games started from scenarios that are not modified for use with the map mod will not work with it. To use the map mod, a new game needs to be started from a modified scenario.

3. Does this mean that if I install the map mod I cannot play my current games any more?

No. Existing games can still be played using the official map. Two batch file utilities ("MapMod-Load" and "MapMod-Unload") are provided with the mod. These utilities load the modified map, and restore the official map, respectively. These utilities can be used to swap between the modified map and the official map. It is necessary to exit from the game and to restart it to make the map change work, however.

For example, if you are playing two games, one using the official map and one using the modified map, then you would do the following to play them:

1. Without the game being started, run the "MapMod-Load" utility, which is located in the game folder. This will load the modified map so that it will be used when the game is run.

2. Start War in the Pacific, then load and play the game started with the modified map.

3. When you want to switch to the other game, save the current game and exit from War in the Pacific.

4. Run the "MapMod-Unload" utility, which is located in the game folder. This will load the official map so that it will be used when the game is run.

5. Start War in the Pacific, then load and play the game started with the official map.

6. When you want to switch to the other game, save the current game and exit from War in the Pacific. Then use the same procedures as above to continue switching the maps.

4. Can a saved game be modified, in the same way that a scenario is modified, to use the map?

No. I don't know of any way to modify saved game data.

5. I have started a game using version 1 of the map mod. Can I continue it if I load version 2?

Yes, but you will not get all of the benifits of the updated version. The modifications to the map graphics and the map data will affect all games that are played using the map mod, even if they were started with version 1. This means that hex type data, hexside data and transport link data will be updated for all games using the map mod after version 2 is loaded.

However, scenario modifications, such as the OOB changes, fixes to base locations as well as new bases, will not be included in saved games. Only new games started after version 2 of the map mod is loaded
will benifit from the scenario updates.

6. What scenarios are available for use with the map mod?

There are two scenarios supplied with the map mod files: Conversions of the official scenarios 15 and 16. These converted scenarios are in slots 115 and 116 respectively.

When time permits, other official scenarios will be converted and made available.

7. What about my customised scenario. Can I use that?

Not until it is converted. There are two ways for that to be done:

1. Manually: Any scenario can be converted manually by modifying all of the changed location data. This is a very laborious and time-consuming method.

2. Using a conversion script: I have developed a conversion script for modifying scenario files automatically. When using the script there is still work that needs to be done for each scenario to ensure that all relevant data will be converted, but after this is done the script does the rest.

Although the script works quite well, it is not yet complete. When I have finished the script and have written some documentation for it, then I plan on making it available for others to use. Until then, if you want to have your custom scenario converted, I may be able to do it for you. Contact me for more information.

8. Is the map mod compatible with your LCU movement mod?

No. However this does not matter.

The LCU movement mod is designed for use with the official map. It contains a modified map data file that is based on the official map data file, and so cannot be used with the map mod. The map mod comes with its own map data file and they are not interchangeable.

The LCU movement mod is not required anyway, however, as the map data file that I provide with the map mod contains the same changes that I added to the official file in the LCU movement mod. In other words - the map mod comes with its own version of the LCU movement mod built in.

9. What if I want to use the map mod, but I don't like the idea behind the LCU movement mod?

At the moment there is only one map data file supplied with the map mod, which contains the LCU movement mod fix. If I ever get a request to provide one without the LCU movement mod applied, then I will consider making one.

10. What about your FOW icons mod? Is that compatible?

Yes it is. The FOW map icons mod is compatible with both the official map and the map mod.

11. What if I want to play PBEM?

If you want to use the map mod in PBEM play, then BOTH players MUST use the map mod. Remember that it is possible to switch between the map mod and the official map, so that it is possible to play some games with one map and others with the other map.

12. Is the map fully tested?

No. Some people have been using the mod for a while now and report that it is working fine. Several map data errors have been reported and fixed (See the Version Changes page for details). However there may still be problems with the map that have not been discovered yet.

At this stage the map mod should be considered to be in "beta testing". if you do try the map mod, I would very much like to know whether you find any problems with it.
Information about my WitP map, and CHS, can be found on my WitP website

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RE: Version 2 of my map mod is now available

Post by mlees »

Thank you sir. I enjoyed the "retro" look of Version 1, map 2.

Will there be a map for this version, that has the "World in Flames" style?

Thanks again.
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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

ORIGINAL: mlees
Will there be a map for this version, that has the "World in Flames" style?

Yes. It is made already, but I have not sent it to Spooky yet. It should be there in a few days' time. I also have a converted Lemurs! scenario ready to go.

Andrew
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RE: Version 2 of my map mod is now available

Post by Tanaka »

andrew,

for some reason the burma/indochina/india part of the map shows up as the standard game map style and blurs over. is anyone else seeing this???
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RE: Version 2 of my map mod is now available

Post by WhoCares »

Will this map also be part of the Combined Historical Scenario mod? Would make sense to have a realistic map in it [;)]
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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

ORIGINAL: Tanaka

andrew,

for some reason the burma/indochina/india part of the map shows up as the standard game map style and blurs over. is anyone else seeing this???

I don't know what you mean by "blurs over", but if one part of the map looks like the standard map then I can only think of one explanation - There is a map tile missing from one of the map sets. This is possible because I had to split up the mod into a lot of small zip files to email them to Spooky, and I might have left out one of the files by mistake (and if you invoke Murphy's Law I definitely have). I have no way of checking that until I can download the file from Spooky's site and check it. I might be able to do that tomorrow.

In the meantime, is it possible for you (or anyone else who has downloaded the mod file) to verify the contents of the "Maps_Modified_v2" folder, which is below the "ART" folder, which itself is below where War in the Pacific is installed? If you can give me a list of the files in that folder I can verify whether there are any missing. There should be WITP00.bmp-WITP19.bmp (20 files) and WITN00.bmp-WITN19.bmp (20 files) for the map tiles. If there is a file missing I will make it available on my website and send it to Spooky for inclusion on his site.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

ORIGINAL: WhoCares

Will this map also be part of the Combined Historical Scenario mod? Would make sense to have a realistic map in it [;)]

My understanding is that the Combined mod will be made for the standard map, then I will convert it for use with my map. That way it will be available for both maps.
Information about my WitP map, and CHS, can be found on my WitP website

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RE: Version 2 of my map mod is now available

Post by WhoCares »

ORIGINAL: Andrew Brown

... There is a map tile missing from one of the map sets. This is possible because I had to split up the mod into a lot of small zip files to email them to Spooky, and I might have left out one of the files by mistake (and if you invoke Murphy's Law I definitely have). I have no way of checking that until I can download the file from Spooky's site and check it. I might be able to do that tomorrow.
...
You still send your mod via email? I remember you looked for some upload space and thought you already found a solution that way?!

Anyway, probably these links might help:
Link: yousendit.com (1Gb for 7 days)
Link: RapidShare (20Mb for 1 month)
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RE: Version 2 of my map mod is now available

Post by Tanaka »

ORIGINAL: Andrew Brown
ORIGINAL: Tanaka

andrew,

for some reason the burma/indochina/india part of the map shows up as the standard game map style and blurs over. is anyone else seeing this???

I don't know what you mean by "blurs over", but if one part of the map looks like the standard map then I can only think of one explanation - There is a map tile missing from one of the map sets. This is possible because I had to split up the mod into a lot of small zip files to email them to Spooky, and I might have left out one of the files by mistake (and if you invoke Murphy's Law I definitely have). I have no way of checking that until I can download the file from Spooky's site and check it. I might be able to do that tomorrow.

In the meantime, is it possible for you (or anyone else who has downloaded the mod file) to verify the contents of the "Maps_Modified_v2" folder, which is below the "ART" folder, which itself is below where War in the Pacific is installed? If you can give me a list of the files in that folder I can verify whether there are any missing. There should be WITP00.bmp-WITP19.bmp (20 files) and WITN00.bmp-WITN19.bmp (20 files) for the map tiles. If there is a file missing I will make it available on my website and send it to Spooky for inclusion on his site.

Andrew

WITN00bmp looks to be the standard map version
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RE: Version 2 of my map mod is now available

Post by Spooky »

I have just checked my "original" file - WITN00 is NOT included. I will update the file on the Spooky's as soon as I have received the right WITN00
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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

ORIGINAL: Spooky

I have just checked my "original" file - WITN00 is NOT included. I will update the file on the Spooky's as soon as I have received the right WITN00

I am sending it now Spooky.

In the meantime the map with hexes should work fine.

Andrew
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RE: Version 2 of my map mod is now available

Post by Spooky »

The missing file is now available ...
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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

Thanks Spooky!
Information about my WitP map, and CHS, can be found on my WitP website

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Version 2 of my map mod is now available

Post by Philbass »

Andrew,

Fantastic job on the map mod - I really appreciate your efforts.

Its great that you've added Ramee Island, and I just wanted to toss in another couple of other possible locations for bases/beaches that I think could be added (at the risk of play inbalance and/or cluttering the map) if you decide to do a version 3. Perhaps these support the Churchillan 'wet dream' of aiding triphibious operations in the Indian Ocean, but I can but try:

Phuket Island (hex 23,41). According to the original schedule of Op ZIPPER/MAILFIST (the British landings in Malaya and reconquest of Singapore respectively), Phuket Island was to be seized as an advanced base. Thus, " For the assault on Singapore and Malaya and subsequent operations against Siam and Sumatra, a forward air, naval and general supply base was required. Phuket Island, about half-way down the Malay Peninsula was chosen." While the decision was taken to bypass Phuket, minesweeping operations were carried out off the Island in July 1945. Maybe a beach hex or a level 1 port?

Simalur Island (18,44). This was chosen as an advanced naval and airbase for Op CULVERIN (the proposed landings in N Sumatra), and would have been seized 14 days in advance of the main force wading ashore on the mainland near Sabang Island. Of course CULVERIN was strategic nonsense (as the British Chiefs of Staff recognised)but was very dear to Churchill's heart. Perhaps this could be a beach hex?

Cocos Islands (erhhh...somewhere 2,000 miles SW of Singapore). I'm not sure that this even within the map boundaries, but it held by the allies throughout the war and was turned into an advanced base of Liberators in July/August 1945. As I say, I'm not sure if its even within the WITP map 'universe'.

Finally, I assume that the Chittagong/Cox's Bazaar airfield complex is built into the Chadpur hex? If not, then perhaps we could consider adding the major base for operations in the Arakan.

As I said, just chucking out ideas...

Regards, and thanks again for all the effort

Philip Bass
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RE: Version 2 of my map mod is now available

Post by CobraAus »

have you checked your inbox

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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

ORIGINAL: CobraAus

have you checked your inbox

Cobra Aus

I've replied now.
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RE: Version 2 of my map mod is now available

Post by Andrew Brown »

ORIGINAL: Philbass

Andrew,

Fantastic job on the map mod - I really appreciate your efforts.

Its great that you've added Ramee Island, and I just wanted to toss in another couple of other possible locations for bases/beaches that I think could be added (at the risk of play inbalance and/or cluttering the map) if you decide to do a version 3. Perhaps these support the Churchillan 'wet dream' of aiding triphibious operations in the Indian Ocean, but I can but try:

SNIP

Hi Philip,

I'm glad you like the addition of Ramree Is. I think it adds some interesting possibilities in the Burma campaign.

As for new bases, I am reluctant to add any more unless clearly necessary. To be more specific about some of your suggestions:

Cox's Bazaar: I thought about adding this before, but I don't think that it is necessary as there are other nearby bases.

Cocos Island: I thought about this one as well, as it probably just fits on the map, but I think that it would be a bad idea to add it. If the Japanese occupied it - quite possible - then they could cut off shipping between India and Australia because of the map edge. In real life the Allies could just sail further South but that is not an option in the game. Because of this I think that it is better to leave it off.

Andrew
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New scenario available

Post by Andrew Brown »

A newly converted scenario is now also available on Spooky's website: Scenario 103, which is a conversion of scenario 3 - Battle of the Coral Sea.

Spooky's website is here:

Spooky's UV & WITP Fansite
Information about my WitP map, and CHS, can be found on my WitP website

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RE: New scenario available

Post by Tanaka »

ORIGINAL: Andrew Brown

A newly converted scenario is now also available on Spooky's website: Scenario 103, which is a conversion of scenario 3 - Battle of the Coral Sea.

Spooky's website is here:

Spooky's UV & WITP Fansite

great i was looking for a smaller scenario to test your map with!!!
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