AE Map, Base, Economic Issues [OUTDATED]
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Admiral's Edition Map Thread
Panama is definitely in the game.
RE: Admiral's Edition Map Thread
"ORIGINAL: hueglin
I would really like to see the editor include an ability to modify the pwhex file as can be done with WITP EditorX. As mentioned above, the program must exist for the new pwhex/map to be made - why not include it?" I am just adding support to both what El Cid and hueglin have said. Considering how the contributions by Subchaser, CobraAus and you Andrew have impacted the whole WitP community. I feel that such map utilities are a very necessary inclusion for the continuing betterment of the WitP community.
I would really like to see the editor include an ability to modify the pwhex file as can be done with WITP EditorX. As mentioned above, the program must exist for the new pwhex/map to be made - why not include it?" I am just adding support to both what El Cid and hueglin have said. Considering how the contributions by Subchaser, CobraAus and you Andrew have impacted the whole WitP community. I feel that such map utilities are a very necessary inclusion for the continuing betterment of the WitP community.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.
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RE: Admiral's Edition Map Thread
ORIGINAL: Sonny II
Panama is definitely in the game.
Yes it is. The Panama Canal zone is basically the same as depicted on my WitP 1 map. The difference being you can now move TFs through the canal (something I decided not to allow on my WitP1 map), so there are two bases, one each on the Pacific and Atlantic (Caribbean) sides.
The "landmass" in the NW corner of the map is part of Africa that serves to separate the Northern and Western map edges.
Andrew
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RE: Admiral's Edition Map Thread
ORIGINAL: medck
On the map, could you verify that it expands to include Aden? And it look slike Panama/Panama Canal are *not* in it. Bummer on that as I liked that touch.
As mentioned by Sonny II, Panama is included. Aden is as well.
Second, since you've shrunk the hex-size to 40m hex from 60m-hex, does this mean that the geographic area covered on-screen at any one time has now shrunk from about 1,440,000 sq miles [1500 miles E-W and 960 miles N-S] to 640,000 sq miles [1000 miles E-W and 640 miles N-S]. Is that right?
That's right - the area visible on the map is smaller than before (in terms of square miles - the screen layout itself is unchanged).
Andrew
RE: Admiral's Edition Map Thread
ORIGINAL: Andrew Brown
As mentioned by Sonny II, Panama is included. Aden is as well.
Second, since you've shrunk the hex-size to 40m hex from 60m-hex, does this mean that the geographic area covered on-screen at any one time has now shrunk from about 1,440,000 sq miles [1500 miles E-W and 960 miles N-S] to 640,000 sq miles [1000 miles E-W and 640 miles N-S]. Is that right?
That's right - the area visible on the map is smaller than before (in terms of square miles - the screen layout itself is unchanged).
Andrew
That's excellent news about Panama; I just couldn't see it in the very small strat map in the new screenshots. Could you comment on how the 2 bases in Panama and border/off-screen movement is supposed to work?
I'm very pleased with the 40 miles hexes as that makes for (probably) better land campaigns and more interesting naval activities as well. At the same time, and I realise this is out of your control and an engine issue so not to be changed, shrinking the area visible on the map is going to be a bit of a pain, especially for LR bombing missions and medium-range naval missions.
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RE: Admiral's Edition Map Thread
ORIGINAL: medck
That's excellent news about Panama; I just couldn't see it in the very small strat map in the new screenshots. Could you comment on how the 2 bases in Panama and border/off-screen movement is supposed to work?
I will be able to provide a better description of the off-map movement once it is fully functional! But (very) briefly - the Allies will be able to move ships to/from the map edges to several off-map bases, including Panama. This uses a special type of movement called, strangely enough, "off-map movement". A TF so moved will spend several turns "travelling" to its chosen destination. Of course it is also possible to move the other way - from the off-map boxes to the map itself. In addition it is also possible to move directly between the off-map boxes. So in this way a TF can move, for example, between the US West coast and the Indian Ocean via off-map movement (i.e. via the Atlantic).
I'm very pleased with the 40 miles hexes as that makes for (probably) better land campaigns and more interesting naval activities as well. At the same time, and I realise this is out of your control and an engine issue so not to be changed, shrinking the area visible on the map is going to be a bit of a pain, especially for LR bombing missions and medium-range naval missions.
Yes that might be the case. I guess we will find out as playtesting continues.
Andrew
RE: Admiral's Edition Map Thread
I would like this too, but unless I'm mistaken, EditorX was not released with WITP either. If AE includes it, great; if not, some modder will have it ready for us within a couple weeks. From what I understand, the pwhex file is now easier to manipulate than before, so modding it should be just as feasible as it always was.I would really like to see the editor include an ability to modify the pwhex file as can be done with WITP EditorX.

RE: Admiral's Edition Map Thread
When can we a pic of the full map?
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RE: Admiral's Edition Map Thread
I recently bought a reprint of the 1918 edition of "Weyers Flottentaschenbuch" (Pocket guide to the World's war fleets - still well worth having in the contemporary editions, lists all ships of all navies with photos and line drawings). Now I'm certain that the data about the navies participating in WWI is somewhat suspect, due to propaganda/fog of war, but this was an official reference for navy officers.
There is a section in the back listing the shipyard infrastructure of those countries that had a shipbuilding industry, and in the section about Japan - Navy yards there appear the following entries:
Port Arthur: two drydocks - repair shipyard
Pescadores: one drydock, one floating dock - ship repair facility
This is information from 1918 or earlier, and those docks were not marked as suitable for major warships, but in WitP stock, neither Port Arthur nor Pescadores have repair yards. I should guess that, if those entries are correct, Pescadores would rate 5-10 repair yards, and Port Arthur 10-20 repair yards. Does AE have those facilities?
There is a section in the back listing the shipyard infrastructure of those countries that had a shipbuilding industry, and in the section about Japan - Navy yards there appear the following entries:
Port Arthur: two drydocks - repair shipyard
Pescadores: one drydock, one floating dock - ship repair facility
This is information from 1918 or earlier, and those docks were not marked as suitable for major warships, but in WitP stock, neither Port Arthur nor Pescadores have repair yards. I should guess that, if those entries are correct, Pescadores would rate 5-10 repair yards, and Port Arthur 10-20 repair yards. Does AE have those facilities?
DON´T PANIC - IT´S ALL JUST ONES AND ZEROES!
RE: Admiral's Edition Map Thread
Would it be possible to show on the base information screen (and maybe on the ground unit screens as well) the terrain type of the hex?
RE: Admiral's Edition Map Thread
Andrew,
The AI in the WITP I Extended map did not know how to use all the new bases. Will the AI know how to use the new bases in WITP AE?
The AI in the WITP I Extended map did not know how to use all the new bases. Will the AI know how to use the new bases in WITP AE?

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RE: Admiral's Edition Map Thread
ORIGINAL: Andrew Brown
ORIGINAL: medck
That's excellent news about Panama; I just couldn't see it in the very small strat map in the new screenshots. Could you comment on how the 2 bases in Panama and border/off-screen movement is supposed to work?
I will be able to provide a better description of the off-map movement once it is fully functional! But (very) briefly - the Allies will be able to move ships to/from the map edges to several off-map bases, including Panama. This uses a special type of movement called, strangely enough, "off-map movement". A TF so moved will spend several turns "travelling" to its chosen destination. Of course it is also possible to move the other way - from the off-map boxes to the map itself. In addition it is also possible to move directly between the off-map boxes. So in this way a TF can move, for example, between the US West coast and the Indian Ocean via off-map movement (i.e. via the Atlantic).
I'm very pleased with the 40 miles hexes as that makes for (probably) better land campaigns and more interesting naval activities as well. At the same time, and I realise this is out of your control and an engine issue so not to be changed, shrinking the area visible on the map is going to be a bit of a pain, especially for LR bombing missions and medium-range naval missions.
Yes that might be the case. I guess we will find out as playtesting continues.
Andrew
If Panama is in "off map boxes" - and if only the Allies may move to Panama - then it seems that the Japanese may not threaten Panama - nor attack and damage the Canal or units stationed there. Is this correct?
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RE: Admiral's Edition Map Thread
ORIGINAL: mikemike
I recently bought a reprint of the 1918 edition of "Weyers Flottentaschenbuch" (Pocket guide to the World's war fleets - still well worth having in the contemporary editions, lists all ships of all navies with photos and line drawings). Now I'm certain that the data about the navies participating in WWI is somewhat suspect, due to propaganda/fog of war, but this was an official reference for navy officers.
There is a section in the back listing the shipyard infrastructure of those countries that had a shipbuilding industry, and in the section about Japan - Navy yards there appear the following entries:
Port Arthur: two drydocks - repair shipyard
Pescadores: one drydock, one floating dock - ship repair facility
This is information from 1918 or earlier, and those docks were not marked as suitable for major warships, but in WitP stock, neither Port Arthur nor Pescadores have repair yards. I should guess that, if those entries are correct, Pescadores would rate 5-10 repair yards, and Port Arthur 10-20 repair yards. Does AE have those facilities?
IJN had several (three I think) "Mobile Repairs Sections" - and one of these started the war in the Pescadores - they called it Baku. Eventually Mobile Repairs Sections operated at Soerabaja and Cavete - while at Hong Kong the shipyards there worked for the Japanese. Some ships were repaired and/or completed in these places - and later landing ships began building in Hong Kong late in the war.
Certainly you will find various shipyards in all these places - and many more (a tiny one at Cebu, the Indian one at Vizakapatam, etc) in RHS. If they are not in AE scenarios as released, they certainly can be in mods.
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RE: Admiral's Edition Map Thread
ORIGINAL: pad152
When can we a pic of the full map?
That is a question you will have to put to Matrix.
Andrew
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RE: Admiral's Edition Map Thread
ORIGINAL: mikemike
I recently bought a reprint of the 1918 edition of "Weyers Flottentaschenbuch" (Pocket guide to the World's war fleets - still well worth having in the contemporary editions, lists all ships of all navies with photos and line drawings). Now I'm certain that the data about the navies participating in WWI is somewhat suspect, due to propaganda/fog of war, but this was an official reference for navy officers.
There is a section in the back listing the shipyard infrastructure of those countries that had a shipbuilding industry, and in the section about Japan - Navy yards there appear the following entries:
Port Arthur: two drydocks - repair shipyard
Pescadores: one drydock, one floating dock - ship repair facility
This is information from 1918 or earlier, and those docks were not marked as suitable for major warships, but in WitP stock, neither Port Arthur nor Pescadores have repair yards. I should guess that, if those entries are correct, Pescadores would rate 5-10 repair yards, and Port Arthur 10-20 repair yards. Does AE have those facilities?
I will have to check, but I have yet to spend much time reviewing the location of naval shipyards. It is on the list though, so any useful information is welcome.
Andrew
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RE: Admiral's Edition Map Thread
ORIGINAL: DaveConn
Would it be possible to show on the base information screen (and maybe on the ground unit screens as well) the terrain type of the hex?
That would be helpful, but I will have to pass on the suggestion to the people who look after the interface code.
Andrew
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RE: Admiral's Edition Map Thread
ORIGINAL: Tanaka
Andrew,
The AI in the WITP I Extended map did not know how to use all the new bases. Will the AI know how to use the new bases in WITP AE?
It should be able to. The AI is being worked on, so this can be taken into account.
Andrew
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RE: Admiral's Edition Map Thread
ORIGINAL: el cid again
If Panama is in "off map boxes" - and if only the Allies may move to Panama - then it seems that the Japanese may not threaten Panama - nor attack and damage the Canal or units stationed there. Is this correct?
Yes, that is correct. Allowing the Japanese to also use off-map movement would have raised a whole new set of problems, not least for the AI, so it was not included in the scope.
Andrew
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RE: Admiral's Edition Map Thread
ORIGINAL: el cid again
IJN had several (three I think) "Mobile Repairs Sections" - and one of these started the war in the Pescadores - they called it Baku. Eventually Mobile Repairs Sections operated at Soerabaja and Cavete - while at Hong Kong the shipyards there worked for the Japanese. Some ships were repaired and/or completed in these places - and later landing ships began building in Hong Kong late in the war.
Certainly you will find various shipyards in all these places - and many more (a tiny one at Cebu, the Indian one at Vizakapatam, etc) in RHS. If they are not in AE scenarios as released, they certainly can be in mods.
As I mentioned to "mikemike" - any useful information you may have on shipyard size and location would be helpful. I will be reviewing this soon.
Andrew
RE: Admiral's Edition Map Thread
Andrew Brown-
1) You saw that list of ship yards in that link posted about Japan at the end of the war?
2) So is The Columbia now a place whear ships arive at(Liberity ships,escorts,ect?)Portland/Vancover/Astoria?
3) Blimp's, so the Large fixed Blimp bases like Tillamook, are they in game?
Link for Tillamook NAS: http://www.nastillamook.org/
1) You saw that list of ship yards in that link posted about Japan at the end of the war?
2) So is The Columbia now a place whear ships arive at(Liberity ships,escorts,ect?)Portland/Vancover/Astoria?
3) Blimp's, so the Large fixed Blimp bases like Tillamook, are they in game?
Link for Tillamook NAS: http://www.nastillamook.org/

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