Any problems with my map?
Moderators: wdolson, Don Bowen, mogami
- Andrew Brown
- Posts: 4083
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
Any problems with my map?
I have been "offline" for about a week, so am a bit out of touch. I will keep reading the threads to catch up on what is happening with the CHS mod, but I thought that I would ask: Has anyone found any more problems with my version 3b map, or the special map extension? Any comments or suggestions at all? And how is it going with the CHS mod itself?
- Captain Cruft
- Posts: 3741
- Joined: Wed Mar 17, 2004 12:49 pm
- Location: England
RE: Any problems with my map?
Welcome back.
I've been doing play testing of the CHS with the special extended map. It is awesome BTW, I love it.
The other guys will no doubt tell you but there are some AFs on coastal hexes. These are:
Kyoto (Japan)
Taiden (Korea)
Anshan (Manchuria)
Hue (Indochina)
Lemurs! has stated that, other than Hue, these should remain as AFs, so the map needs changing.
I've been doing play testing of the CHS with the special extended map. It is awesome BTW, I love it.
The other guys will no doubt tell you but there are some AFs on coastal hexes. These are:
Kyoto (Japan)
Taiden (Korea)
Anshan (Manchuria)
Hue (Indochina)
Lemurs! has stated that, other than Hue, these should remain as AFs, so the map needs changing.
- Andrew Brown
- Posts: 4083
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Any problems with my map?
Thanks! Good to hear.ORIGINAL: Captain Cruft
Welcome back.
I've been doing play testing of the CHS with the special extended map. It is awesome BTW, I love it.
The other guys will no doubt tell you but there are some AFs on coastal hexes. These are:
Kyoto (Japan)
Taiden (Korea)
Anshan (Manchuria)
Hue (Indochina)
Lemurs! has stated that, other than Hue, these should remain as AFs, so the map needs changing.
OK. I'll have a look at it.
- Bradley7735
- Posts: 2073
- Joined: Mon Jul 12, 2004 8:51 pm
RE: Any problems with my map?
quote:
The other guys will no doubt tell you but there are some AFs on coastal hexes. These are:
Kyoto (Japan)
Taiden (Korea)
Anshan (Manchuria)
Hue (Indochina)
Lemurs! has stated that, other than Hue, these should remain as AFs, so the map needs changing.
OK. I'll have a look at it.
Andrew, there is a bug when a taskforce enters a base hex called an "airfield". It makes the TF dissapear. there are two ways to fix this problem. 1: change the base to "base" instead of "airfield". However, this allows a port to be built up to size 3. 2: change the map so that naval forces can't enter these hexes (they wouldn't be coastal). However, you wouldn't be able to make an amphibious invasion. But, according to Lemurs description of the locations, that wouldn't be possible anyway.
The older I get, the better I was.
RE: Any problems with my map?
Welcome back Andrew
One minor item - shouldn't Akyab be in 30, 28? Certainly looks closer to the atlas I'm looking at, and it won't be so impossible for Japan to take it. There is a town called Maungdaw located in 30, 27 (that's where Akyab is now) but I doubt it would be included in the game.
I also have an idea for a few extra bases in China, but I'm kinda tossing that one around in my head for now. I may just send a PM with the half-formed idea later tonight and see what you think.
bs
One minor item - shouldn't Akyab be in 30, 28? Certainly looks closer to the atlas I'm looking at, and it won't be so impossible for Japan to take it. There is a town called Maungdaw located in 30, 27 (that's where Akyab is now) but I doubt it would be included in the game.
I also have an idea for a few extra bases in China, but I'm kinda tossing that one around in my head for now. I may just send a PM with the half-formed idea later tonight and see what you think.
bs
- Bradley7735
- Posts: 2073
- Joined: Mon Jul 12, 2004 8:51 pm
RE: Any problems with my map?
Hi guys,
I don't know if there is room, or if the game boggs down from too many bases, but I think it would be good to add more "dot" bases all over the map. They can all be 0,0 sps, but most large land areas should at least have an airfield sps of 1.
I think this would help in slowing down land campaigns in India, burma, China and Russia. You can build forts at these dot bases to implement second line or fall back defences. I think all hexes in the Philipines should have a dot base. There could be 20 or so dot bases added in China and India. Maybe more in Java and Sumatra.
Realize that this will help Japan in the long run. The allies don't have time to build up PI, Java and Sumatra all at once. Japan can fortify large portions of land if they want, in 42 and 43. The allies would have to fight for almost every hex of land. as it is now, you just take the base and any unit in that base is useless until it gets to another, prepared base.
It's up to you guys to do what you think is best. It seems like a good idea to me, but it might break stuff.
I don't know if there is room, or if the game boggs down from too many bases, but I think it would be good to add more "dot" bases all over the map. They can all be 0,0 sps, but most large land areas should at least have an airfield sps of 1.
I think this would help in slowing down land campaigns in India, burma, China and Russia. You can build forts at these dot bases to implement second line or fall back defences. I think all hexes in the Philipines should have a dot base. There could be 20 or so dot bases added in China and India. Maybe more in Java and Sumatra.
Realize that this will help Japan in the long run. The allies don't have time to build up PI, Java and Sumatra all at once. Japan can fortify large portions of land if they want, in 42 and 43. The allies would have to fight for almost every hex of land. as it is now, you just take the base and any unit in that base is useless until it gets to another, prepared base.
It's up to you guys to do what you think is best. It seems like a good idea to me, but it might break stuff.
The older I get, the better I was.
RE: Any problems with my map?
I tried it out with that 155 scenario but i found that clicking on some ships in the ship screen casued the game to crash.
Just curious if this was my computer or if this is a documented bug
Just curious if this was my computer or if this is a documented bug
RE: Any problems with my map?
ORIGINAL: The Dude
I tried it out with that 155 scenario but i found that clicking on some ships in the ship screen casued the game to crash.
Just curious if this was my computer or if this is a documented bug
You did not download the additional ship artwork.
RE: Any problems with my map?
quote:
ORIGINAL: The Dude
I tried it out with that 155 scenario but i found that clicking on some ships in the ship screen casued the game to crash.
Just curious if this was my computer or if this is a documented bug
You did not download the additional ship artwork.
Where do I get this additional artwork from. I downloaded those 5 files on his website, are there others?
RE: Any problems with my map?
All found at Spookies under CHS alpha downloads CHS has a lot of addittional Ship art files to include into Art dir's you art getting CTD's because ship you are clicking on has no art in place yet - all the Aplha files are in addition to Andrews MAp files that you require to run CHS
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
RE: Any problems with my map?
are you talking about the Allied and jap ship back files etc. There were 4 or 5 files in addition to the map download. I copied those too. I put the unzipped files into the appropriate ART subdierectorys or was i supposed to just dump them in ART
RE: Any problems with my map?
1. Check your directories - you may see a similarly named directory within each directory:
AlliedShip_back contains a directory named AlliedShip_back, etc.
If so, just move the contents of the LOWER directory up to the upper. You should end up with:
Matrix Games
- War in the Pacific
--- Art
----- AlliedShip_back (contains AnSide0001.bmp thru AnSide0475.bmp)
----- AlliedShip_trans (contains AnSide0001.bmp thru AnSide0475.bmp)
----- JapShip_Back (contains JnSide0001.bmp thru JnSide0256.bmp)
----- JapShipShips_Transp (contains JnSide0001.bmp thru JnSide0256.bmp)
----- (many others)
AlliedShip_back contains a directory named AlliedShip_back, etc.
If so, just move the contents of the LOWER directory up to the upper. You should end up with:
Matrix Games
- War in the Pacific
--- Art
----- AlliedShip_back (contains AnSide0001.bmp thru AnSide0475.bmp)
----- AlliedShip_trans (contains AnSide0001.bmp thru AnSide0475.bmp)
----- JapShip_Back (contains JnSide0001.bmp thru JnSide0256.bmp)
----- JapShipShips_Transp (contains JnSide0001.bmp thru JnSide0256.bmp)
----- (many others)
Chinese map idea - new bases
Andrew,
I still can't get over you map. It's outstanding. I'm a bit of a map enthusiast myself. Not that I have the talent to draw one; I just like studying them.
The idea I came up with was adding a few bases to China using locations of cities in China (btw, this is Don's fault - he has me hooked on China). Bases are more difficult to take than regular hexes and having a few more bases for the Japs to push through could slow down the theater (which, of course, is a good thing). Main problem is, these bases can also turn into supply hubs and air bases for the Japs, so I was careful where I put them. No bases were added where the distance served the Chinese defence - Ichang to Chingking, for instance.
Here are three cities that could be added to give China a much-needed defensive boost.
Liuchow (41, 37) - this gives the Chinese a defensible location making a Japanese flanking action from Nanning to Kweilin (isolating Wuchow) more difficult. City was historically important.
Linfin (50, 30) - likewise protects Honan. Not sure how important the city was, but it is on the map.
Tuyun (41, 35) - protects Kweiyang. not in as strategic an area as the above, but it does help.
Two more cities - these are two significant cities, but they are well inside Japanese lines. they could be added to give the Japs more to garrsion or just for historical interest. I believe they were industrial cities, but I don't know if I'd add the industry or not.
Tsinan (53, 33 or 53, 32)
Suchow (52,34)
another chinese city worth mentioning -
Ningpo (52, 40)
Byron
ps. minor change -
Haichow should probably have a port. Haichow would probably only qualify as a lvl 1 on it's own, but there were more facilities in the neighboring town of Laoyao; right next door, certainly in the same hex. Maybe just a lvl 2 or 3, though.
I still can't get over you map. It's outstanding. I'm a bit of a map enthusiast myself. Not that I have the talent to draw one; I just like studying them.
The idea I came up with was adding a few bases to China using locations of cities in China (btw, this is Don's fault - he has me hooked on China). Bases are more difficult to take than regular hexes and having a few more bases for the Japs to push through could slow down the theater (which, of course, is a good thing). Main problem is, these bases can also turn into supply hubs and air bases for the Japs, so I was careful where I put them. No bases were added where the distance served the Chinese defence - Ichang to Chingking, for instance.
Here are three cities that could be added to give China a much-needed defensive boost.
Liuchow (41, 37) - this gives the Chinese a defensible location making a Japanese flanking action from Nanning to Kweilin (isolating Wuchow) more difficult. City was historically important.
Linfin (50, 30) - likewise protects Honan. Not sure how important the city was, but it is on the map.
Tuyun (41, 35) - protects Kweiyang. not in as strategic an area as the above, but it does help.
Two more cities - these are two significant cities, but they are well inside Japanese lines. they could be added to give the Japs more to garrsion or just for historical interest. I believe they were industrial cities, but I don't know if I'd add the industry or not.
Tsinan (53, 33 or 53, 32)
Suchow (52,34)
another chinese city worth mentioning -
Ningpo (52, 40)
Byron
ps. minor change -
Haichow should probably have a port. Haichow would probably only qualify as a lvl 1 on it's own, but there were more facilities in the neighboring town of Laoyao; right next door, certainly in the same hex. Maybe just a lvl 2 or 3, though.
RE: Any problems with my map?
These may or may not be map iissues. They may have occured in the old game, but I don't remember them.
Has anyone noticed odd behavior in resource/oil distribution? Most of my oil is stored at Osaka, but resource points tend to migrate to Aomori. However, it seems the system is still maintaining enough in the factory areas, so it's hardly a major problem - just an oddity that the playtesters need to keep an eye on. (I maintain a small fleet of AKs running Resource from Aomori back to Osaka just in case)
Pursuit works kinda funny. In Java I had a Dutch force retreat SE, but the next turn the pursuing force had traveled 30 miles W. I think this also sometimes effects units which are already retreating. Notice the strange retreat in the initial post of this thread. The units that retreated in an odd fashion were already retreating NE, but, when forced to retreat, they headed W. The other units in the hex retreated NW which was where the nearest base was located.
bs
Has anyone noticed odd behavior in resource/oil distribution? Most of my oil is stored at Osaka, but resource points tend to migrate to Aomori. However, it seems the system is still maintaining enough in the factory areas, so it's hardly a major problem - just an oddity that the playtesters need to keep an eye on. (I maintain a small fleet of AKs running Resource from Aomori back to Osaka just in case)
Pursuit works kinda funny. In Java I had a Dutch force retreat SE, but the next turn the pursuing force had traveled 30 miles W. I think this also sometimes effects units which are already retreating. Notice the strange retreat in the initial post of this thread. The units that retreated in an odd fashion were already retreating NE, but, when forced to retreat, they headed W. The other units in the hex retreated NW which was where the nearest base was located.
bs
RE: Any problems with my map?
ORIGINAL: bstarr
These may or may not be map iissues. They may have occured in the old game, but I don't remember them.
Has anyone noticed odd behavior in resource/oil distribution? Most of my oil is stored at Osaka, but resource points tend to migrate to Aomori. However, it seems the system is still maintaining enough in the factory areas, so it's hardly a major problem - just an oddity that the playtesters need to keep an eye on. (I maintain a small fleet of AKs running Resource from Aomori back to Osaka just in case)
Pursuit works kinda funny. In Java I had a Dutch force retreat SE, but the next turn the pursuing force had traveled 30 miles W. I think this also sometimes effects units which are already retreating. Notice the strange retreat in the initial post of this thread. The units that retreated in an odd fashion were already retreating NE, but, when forced to retreat, they headed W. The other units in the hex retreated NW which was where the nearest base was located.
bs
This tends to be a standard game problem...
Bases drawing supplies and resource/oil away from places you need it.
Many players have asked for a base toggle to stop the flow to fix this problem.

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopic.php?t=413785
RE: Any problems with my map?
Tanaka,
I'm keeping an eye out for anything and everything. If everything is working well, I'll miss the mark more often than not.
Thanks, though. It certainly helps to have someone drop in and tell me when I'm on or off target so I know what to keep looking for and what to ignore.
bs
I'm keeping an eye out for anything and everything. If everything is working well, I'll miss the mark more often than not.
Thanks, though. It certainly helps to have someone drop in and tell me when I'm on or off target so I know what to keep looking for and what to ignore.
bs
- Andrew Brown
- Posts: 4083
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Chinese map idea - new bases
ORIGINAL: bstarr
The idea I came up with was adding a few bases to China using locations of cities in China (btw, this is Don's fault - he has me hooked on China). Bases are more difficult to take than regular hexes and having a few more bases for the Japs to push through could slow down the theater (which, of course, is a good thing). Main problem is, these bases can also turn into supply hubs and air bases for the Japs, so I was careful where I put them. No bases were added where the distance served the Chinese defence - Ichang to Chingking, for instance.
Adding some more bases in China could be a good idea. It is certainly a very interesting one. I have sometimes wondered myself whether one or two should be added here or there. The big question is how it will affect game play - will it have the desired effect, or result in some unintended consequences?
I am not really aware of how the Chinesse theatre plays out when using my map. I would be very interested to hear from anyone about their experience with this part of the game, and also their views on whether and how adding a few new bases would affect play.
ps. minor change -
Haichow should probably have a port. Haichow would probably only qualify as a lvl 1 on it's own, but there were more facilities in the neighboring town of Laoyao; right next door, certainly in the same hex. Maybe just a lvl 2 or 3, though.
I will take a look.
Andrew
RE: Chinese map idea - new bases
I'm glad to say the map as a whole has been very successful,and a grand improvement for accuracy of the distances, (if nothing else)..The fact discussion can now be made regarding adding much lesser known towns for accuracies' sake, sez a lot.....[:D]

- Captain Cruft
- Posts: 3741
- Joined: Wed Mar 17, 2004 12:49 pm
- Location: England
RE: Chinese map idea - new bases
Just to be contentious ... 
Shouldn't every Lc (land, clear) hex be a potential airbase? I know if I was for example mapping Britain at 60 miles per hex that would be the case. Maybe you could put 0(1) AF dots there or something?
This might possibly help with making China a bit more realistic from a garrison perspective.
If you did it in India I suppose you could get a similar effect by creating some "militia" units as roadblocks.
Shouldn't every Lc (land, clear) hex be a potential airbase? I know if I was for example mapping Britain at 60 miles per hex that would be the case. Maybe you could put 0(1) AF dots there or something?
This might possibly help with making China a bit more realistic from a garrison perspective.
If you did it in India I suppose you could get a similar effect by creating some "militia" units as roadblocks.
- Andrew Brown
- Posts: 4083
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Chinese map idea - new bases
ORIGINAL: Captain Cruft
Just to be contentious ...
Shouldn't every Lc (land, clear) hex be a potential airbase? I know if I was for example mapping Britain at 60 miles per hex that would be the case. Maybe you could put 0(1) AF dots there or something?
This might possibly help with making China a bit more realistic from a garrison perspective.
If you did it in India I suppose you could get a similar effect by creating some "militia" units as roadblocks.
Nice idea but unfortunately this is not possible. There is a limit as to how many bases can be included in the game and there are not enough free slots to add a dot base in each hex. There ARE enough free slots to enable the sprinlking of more bases in China and India if that is considered to be a good idea (I have already added several bases to India).






