CHS Release 1.02

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Andrew Brown
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RE: Future Changes to CHS

Post by Andrew Brown »

ORIGINAL: CobraAus

Hi Andrew can you add to your list Repair for both Vladivostok and Peteropavlovsk - how much to add I will try and suss out

Cobra Aus

That sounds like a good idea if there are plans to add Soviet naval vessels.
Information about my WitP map, and CHS, can be found on my WitP website

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jwilkerson
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RE: Future Changes to CHS

Post by jwilkerson »

Regarding rail in India, particularly NE India, keep in mind that this has to represent some kind of average during the war .. and also that river transport was used extensively and upgraded extensively in this area - so the "road/rail net" also has to also represent the "river transport net".

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CobraAus
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RE: Future Changes to CHS

Post by CobraAus »

That sounds like a good idea if there are plans to add Soviet naval vessels.

I am working on that right now - have added repair to those two bases in sen 157 which I am using to create Soviet PAc Fleet Vald=100 and Petro=50 at this stage

when done I will see if Don can combine into next version of CHS

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akdreemer
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US Engineers

Post by akdreemer »

Whatever happened to the engineer vehicles in the US Engineer Regiments?



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witpqs
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RE: Future Changes to CHS

Post by witpqs »

ORIGINAL: Andrew Brown

Changes:
[ol]
[*]Coastal swamp hexes can not now be used for the landing or picking up of
ground forces
, unless the hex contains a base. This has been achieved by
converting these hexes to land or ocean hexes, depending on the nearby
terrain.
[/ol]

Why this change?
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Andrew Brown
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RE: Future Changes to CHS

Post by Andrew Brown »

ORIGINAL: witpqs
ORIGINAL: Andrew Brown

Changes:
[ol]
[*]Coastal swamp hexes can not now be used for the landing or picking up of
ground forces
, unless the hex contains a base. This has been achieved by
converting these hexes to land or ocean hexes, depending on the nearby
terrain.
[/ol]

Why this change?

My belief is that players should not be able to perform amphibious assaults in swamp terrain.
Information about my WitP map, and CHS, can be found on my WitP website

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Sardaukar
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RE: US Engineers

Post by Sardaukar »

ORIGINAL: AlaskanWarrior

Whatever happened to the engineer vehicles in the US Engineer Regiments?

I think that Engineering Regiments are ment to represent "Combat Engineers". Thus they don't come with Engineering vehicles that "Construction Engineers" (like SeaBees) used. But I may be mistaken...[8D] From the TOE you got they should have bulldozers and such, though. Go figure ! [:)]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Lemurs!
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RE: US Engineers

Post by Lemurs! »

'Engineer vehicles' in the game we are told do not represent engineer vehicles. They are just a convenient way to show the allied engineering capacity.
So there is no direct corolation between real TOE and engineer vehicles in game.

Mike
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velkro
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RE: CHS Release 1.02

Post by velkro »

Regarding CHS 1.0, the "Task Force" pop-up screens, "Return to..." icons/buttons:

TFs based in SE Asia's area default to either "Return to Auckland" or "Return to SF" vice "Return to Middle East".
TFs based in the general Australian area default to "Return to SF" vice "Return to Sydney".

This results in very annoying and time-consuming clicking.
Is there a fix to this issue pending? Does your ANZAC/Australia/India HQ mod fix this?
Thank you!
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Don Bowen
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RE: CHS Release 1.02

Post by Don Bowen »

ORIGINAL: velkro

Regarding CHS 1.0, the "Task Force" pop-up screens, "Return to..." icons/buttons:

TFs based in SE Asia's area default to either "Return to Auckland" or "Return to SF" vice "Return to Middle East".
TFs based in the general Australian area default to "Return to SF" vice "Return to Sydney".

This results in very annoying and time-consuming clicking.
Is there a fix to this issue pending? Does your ANZAC/Australia/India HQ mod fix this?
Thank you!

The "return to" points are generated by the program based on the HQ of the Task Force. We have "re-used" the old New Zealand Command as India command but that should not in any way affect Task Forces formed under SEAC or ANZAC.

No change is pending from CHS.
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Tanaka
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RE: Future Changes to CHS

Post by Tanaka »

ORIGINAL: Andrew Brown
ORIGINAL: Tanaka
Andrew do you have a new list of your soon to be changes??? [:)]

Well, I am still working on it, but here is the list so far. Note that some of this may change if it doesn't work out in playtesting. I am also not sure how many bases should be added to India. maybe not as many as I have listed here:

Version 4 includes the following fixes, changes and additions:

Fixes:
[ol]
[*]There is now a river between Singapore and Johore Bahru
[*]The reef hexside immediately to the West of Palau was not represented in the
map data. Fixed.
[/ol]

Changes:
[ol]
[*]Coastal swamp hexes can not now be used for the landing or picking up of
ground forces, unless the hex contains a base. This has been achieved by
converting these hexes to land or ocean hexes, depending on the nearby
terrain.
[*]A few rail lines, which were narrow gauge and/or low capacity lines, have
been "downgraded" by converting the corresponding map data to road, and
by using a new graphic for "Secondary" rail lines. The most significant of
these is the central railway in Malaya, running South from Kota Bharu.
[*]The transport network in India has been modified. The rail link from Raipur
North through the forest hexes has been downgraded to a "Secondary" line
and truncated. A smal number of new rail lines have also been added in India
due to the addition of several new bases.
[*]The coastal road in China, between Swatow and Wenchow, has been removed.
[*]Several roads in Northern China, near Lanchow, Tatung and Yenan, have been
downgraded to trails.
[*]The transport link in the hex to the Northeast of Chungking (43,31) has been
converted from trail to road.
[*]The transport link in the hex containing the base of Rahaeng in Siam (31,36)
has been converted from trail to road. This should make it a bit quicker for
Japanese units to march to/from Burma.
[*]The hex containing Hong Kong (43,42) has been converted from clear to urban
terrain.
[*]The transport link in the hex formerly containing the base of Takao in
Formosa (47,46) has been downgraded from road to trail.
[*]A number of base names in the Dutch East Indies have been changed:
  • Bula -> Boela
  • Banjarmasin -> Bandjermasin
  • Macassar -> Makassar
[*]The road between Bandjermasin and Balikpapan has been truncated, so that
these two bases are no longer connected.
[*]The base of Yanam in India has been moved to hex (22,21) and renamed Vizagpatam.
[/ol]

Additions:
[ol]
[*]A number of new base locations have been added in India: Poona (19,12),
Cuttack (27,22), Agra (28,11), Cawnpore (28,13), Gwailor (27,11), Jaipur
(26,9), Madurai (13,21).
[*]An atoll has been added in the location of Male, in the Maldives (5,22), to
provide the option of adding a base here.
[*]A trail now links the Lamon Bay and Manila hexes in the Philippines.</li>
[*]A new base location has been added for Skagway in Alaska (122,28), and the
railway between Whilehorse and Juneau now terminates here.
[*]A new base location has been added for Whittier, in Alaska (114,28) and a
railway connects this hex to Anchorage.
[/ol]

2005-07-23: Edited to correct Indian base locations and to add move of Yanam.


Andrew,
Im starting to see a lot of complaint threads about the river attack shock rule. Is this something we should reconsider??? What is everyone's opinion on this???
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Nomad
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RE: Future Changes to CHS

Post by Nomad »

I like the rule for the first units but I would agree that once you have enough for a bridgehead, you should be able to move units in without the shock attack. But, they did not program it that way, sooooo ..... It also does not help that the follow command is not working as advertised, maybe when they get that fixxed then the shock attack might not be so bad.
EasilyConfused
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RE: Future Changes to CHS

Post by EasilyConfused »

ORIGINAL: Nomad

I like the rule for the first units but I would agree that once you have enough for a bridgehead, you should be able to move units in without the shock attack. But, they did not program it that way, sooooo ..... It also does not help that the follow command is not working as advertised, maybe when they get that fixxed then the shock attack might not be so bad.

Looks like their trying to fix that in the new beta.
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akdreemer
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RE: US Engineers

Post by akdreemer »

ORIGINAL: Lemurs!

'Engineer vehicles' in the game we are told do not represent engineer vehicles.


Then why are they a "vehicle" class in the database along with an armor rating? Something does not add up here. As well as being equal to 5 engineer squads. While they probably do not represent individual vehicles per se, they should represent the superior level of engineering equipment available to the US forces.
They are just a convenient way to show the allied engineering capacity.
So there is no direct corolation between real TOE and engineer vehicles in game.

Then why do the US engineering regiments have no engineering vehicles? Does not the typical US rgt have have superior enginnering capability than a Japanese one?

US Rgt:
27xUSA Engineer Sqds
54x Engineer Sqds
73xSupport Sqds

Japanese Rgt:
24xIJA Engineer Sqds
48xEngineer Sqds
59xSupport

There is little relative differences between above the two formations! The Japanese, as usual, have less support infractructure, other than that where is this superior engineering capability being reflected? I thinking adding at least 10 engineer vehicles to the US engineer rgiments would redress this adequately.
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Lemurs!
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RE: US Engineers

Post by Lemurs! »

It is not needed. These are divisional combat engineer regiments not construction units. Honestly, play a game into '43 and see if you think the allies have too little engineering capability.
In game the Allies can build bases twice as quick as they did historically.

I have been removing engineer vehicles from several allied units to try to get the building to more realistic speeds. I am not going to add any because of this.

Mike
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Tomo
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RE: Future Changes to CHS

Post by Tomo »

Japanese wargamer. Will post from "the other side" .
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testarossa
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RE: Future Changes to CHS

Post by testarossa »

Why did you guys change A6M2 range to 10? Now it's impossible to escort strikes to Singapore from Kompong Som, or from Rabaul to Lunga.
gunner333
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RE: Future Changes to CHS

Post by gunner333 »

Gash! I want it right now. I didnt know that Manchukou Empire had 100k men army and even its own fleet and airforces.
It will be really nice addition for the struggling Empire of the Rising Sun. I think its too big froces to left them out of CHS.
And what modders think about it?
gunner333
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RE: Future Changes to CHS

Post by gunner333 »

Also what about Thailand Army and all other regiment size formations which was formed by IJA in the occupted territories. There was a lot, they had even regiment formed only with Indian women!!
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m10bob
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RE: Future Changes to CHS

Post by m10bob »

ORIGINAL: gunner333

Also what about Thailand Army and all other regiment size formations which was formed by IJA in the occupted territories. There was a lot, they had even regiment formed only with Indian women!!
I know the Thai Air Force had their own "Oscar" aircraft..

http://users.senet.com.au/~mhyde/ww2_ai ... ailand.htm
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