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RE: Map Mod Information
Posted: Thu Dec 23, 2004 11:36 am
by Andrew Brown
Here is the list of name changes I made. Many are just spelling fixes. Several are changes to names which seem more appropriate to me. A few are changed because the base was moved to a new location (effeectively it is a new base, not a changed name):
Code: Select all
Old name New name Comments
======== ======== ========
Etorofo Jima Etorofu
Kunashiri Jima Kunashiri
Kadima Kadena
Okayama Ise Moved to new location
Shimuzu Shimizu
Andaman Island Port Blair
Taipei Taihoku
Pyongyang Heijo
Inch'on Moppo Moved to new location
Taejon Taiden
Pusan Fusan
Wonsan Genzan
Hungnam Seikoshin
Fushan Fushun
Mutanchiang Mutankiang
Chiamussu Kiamusze
Hsinyang Sinyang
Wuhan Hankow
Kuikang Kiukiang
Homan Honan
Yunan Tsuyung
Kompong Trach Kompong Som
Kratie Battambang
Siemrem Reap Siem Reap
Krung Thep Lop Buri
Bandou Ban Don
Diamond Harbor Diamond Harbour
Malir Hyderabad
Pagan Meiktila
Mentawi Island Siberoet Island
Sinkep Island Singkep
Bulla Bula
Wasile Weda
Menado Manadao
Weigeu Weigeo
Tagbalarin Tagbilaran
Siador Saidor
Finschafen Finschhafen
Gili Gili Milne Bay
Reef island Reef Island
Sura'iro Takataka
Ndini Ndeni
Vanikolo Vanikoro
Utupau Utupua
Aoba island Aoba Island
Midway Midway Island
French Frigate Shoal French Frigate Shoals
Lihu Lihue
Moloaki Molokai
Ikitsuki Tsushima
Apamama Abemama
Nanomea Atoll Nanumea
Nukufetau island Nukufetau
Funafuti island Funafuti
Tongatapu Island Tongatapu
Sitka Island Sitka
Charter Towers Charters Towers
Uglahamensk Nakhodka Moved to new location
Iman Imam
Khomsomalsk Komsomolsk
Blagoveshchensk Blagovyeschensk
Ohka - Sakhalin Ohka
Rukhlovo Skovorodino
Pokrovka Mogocha
Trimcomalee Trincomalee Missed - will put in new version
RE: Map Mod Information
Posted: Thu Dec 23, 2004 12:20 pm
by von Murrin
Wow, you guys have gone far. How did I miss these last few updates?[X(]
For malaria zones, might I suggest something like an orange hex center dot for Andrew's WIF-style maps and an orange island border for Subchaser's? The color is no big deal, I just happen to personally like the color/style combination I just mentioned.
Subchaser, if you take Andrew's data and fit it to the style of map you're drawing, I'll restart again (that would be the 10th time) just to use it. I like both your efforts that much.[:)]
RE: Map Mod Information
Posted: Thu Dec 23, 2004 1:25 pm
by Oleg Mastruko
Great list Andrew. Please put Alor Setar on it too.
BTW I found WW2 period Dutch maps of DEI somewhere on the net, and Menado is called Manado there, and there are some other name changes as well. Perhaps you'd like to take a look. Let me know at
oleg@bug.hr and I'll send them maps to you.
O.
RE: Map Mod Information
Posted: Thu Dec 23, 2004 1:37 pm
by Marc von Martial
ORIGINAL: Subchaser
ORIGINAL: Andrew Brown
It is also hard to do, especially in Japan, which is so crowded with this stuff.
It’s really hard, but it’s possible. I’m also trying to make the map smart, take a look at these samples, it should be interesting for you
usa
full screen 1
full screen 2
That looks very good. I like the blue tone and the shallow water adaption.
RE: Map Mod Information
Posted: Thu Dec 23, 2004 1:38 pm
by Apollo11
Hi all,
ORIGINAL: Subchaser
Your map looks *fantastic* Andrej, two questions though:
- When it will be available
thanks, but I can’t say that this is
my map, I’m not Andrew Brown yet

, this is somewhat reworked original map with new fonts and eye-friendly color pattern. there were no plans of posting it actually, at least in its current form, but I may upload it for those who want (or have to) to keep original map… as soon as those morons from telecom company will fix my cable, I’m not mentally ready to upload 70mb+ file via dialup… sorry
- Do you plan on making a version without hex outlines at all?
It was done first, grid and everything else was added later. WITNxx - clean map files; WITPxx - smart map, so it’s possible to switch from one variant to another without moving the files.
And a third
- Do you plan on teaming up with Andrew (you two being namesakes practically) so that you two produce comprehensive map mod that both looks good and adds new features? Frankly, though Andrew's map is very wellcome, it's simply too ugly for me to look at for like couple hours daily (Andrew, no offense please )
We have already discussed this idea, he has nothing against another way to visualize his map, but close cooperation is impossible cause we’re using different tools. Nevertheless I’m going to remake his map in old good 3D style

anyway (2D is fine by me, but I feel more comfortably with 3D). After brief observation it seems quite doable to me, it still reminds Earth, so I would say… in January it will be ready… very late in January…
Subchaser, I see your modded maps still contain typos from the original version. I trust you'd take care of dreadful typos in spelling of Russian bases yourself but please make godawful TriMcomalee into TriNcomalee (how this went into "print" in the original game is beyond me, as this base is mentioned in like zillion history books), and also Alor Star into Alor Setar.
I'm not sure whether Amboina (original map) is correct or should it be Ambonia (as on your map): I found some WW2 Dutch maps of the DEI on the Internet but they don't cover this particular area.
I will, I will [;)]. It wasn’t changed intentionally, even Khomsomalsk is still misspelled [X(], this mod was originally started as part of my scenario mod, I was going to correct spellings in data base first and left all errors on map as reminder. I’m waiting for two awesome geo-military monographs, when they’ll arrive I’ll correct everything at once, obvious and possiblemisspellings. Map is stored in PSD format so text layer can be updated in seconds.
I hope your cable will be fixed soon - I very very much like what you did with your map mod!
Leo "Apollo11"
RE: Map Mod Information
Posted: Thu Dec 23, 2004 4:31 pm
by Bulldog61
ORIGINAL: Marc Schwanebeck
ORIGINAL: Subchaser
ORIGINAL: Andrew Brown
It is also hard to do, especially in Japan, which is so crowded with this stuff.
It’s really hard, but it’s possible. I’m also trying to make the map smart, take a look at these samples, it should be interesting for you
usa
full screen 1
full screen 2
That looks very good. I like the blue tone and the shallow water adaption.
How do I get my hands on the US flag Icons?? This looks way cool.
FYI, I've been testing Andrews maps with my own modded mod which has the USAAF at squadron level so there is quite a few more units and I don't see a speed issue.
RE: Map Mod Information
Posted: Thu Dec 23, 2004 9:12 pm
by Andrew Brown
ORIGINAL: Oleg Mastruko
Great list Andrew. Please put Alor Setar on it too.
BTW I found WW2 period Dutch maps of DEI somewhere on the net, and Menado is called Manado there, and there are some other name changes as well. Perhaps you'd like to take a look. Let me know at
oleg@bug.hr and I'll send them maps to you.
O.
Yes please Oleg, I am interested in any sources. I think it is "Manadao" on my National Geographic historical maps but I will check again.
RE: Map Mod Information
Posted: Thu Dec 23, 2004 11:40 pm
by Subchaser
ORIGINAL: MikeKraemer
How do I get my hands on the US flag Icons?? This looks way cool.
Get them at Spooky's.
FYI, I've been testing Andrews maps with my own modded mod which has the USAAF at squadron level so there is quite a few more units and I don't see a speed issue.
[X(] any chance to look at your mod?
RE: Map Mod Information
Posted: Fri Dec 24, 2004 12:29 am
by Bulldog61
ORIGINAL: Subchaser
ORIGINAL: MikeKraemer
How do I get my hands on the US flag Icons?? This looks way cool.
Get them at Spooky's.
FYI, I've been testing Andrews maps with my own modded mod which has the USAAF at squadron level so there is quite a few more units and I don't see a speed issue.
[X(] any chance to look at your mod?
Sure, Andrews got a copy How should I get you a zipped copy?
RE:Game Crash in Scen 115
Posted: Mon Dec 27, 2004 2:38 pm
by Scharnhorst
Hi,
there seems to be a bug in the Scen 115. You can create TF's in Clark Field (no port). In my testgame (Jap side) against the computer, there are allied TFs in Clark Field at turn 3 and when I assign Clark Field as "Future Objective" to a LCU, the game crashes to desktop.
Hope you can repair this. Its a great map, much better than the original map.
Scharnhorst [&o]
RE: RE:Game Crash in Scen 115
Posted: Tue Dec 28, 2004 11:12 am
by LargeSlowTarget
In case it hasn't been mentioned - Victoria Airbase on the Malay peninsula has no road connection to the north-south railway from Bangkok to Singapore, but there is a short road branching off to nowhere in the hex directly south of Victoria - shouldn't base and road be in the same hex?
RE: RE:Game Crash in Scen 115
Posted: Tue Dec 28, 2004 11:18 am
by Andrew Brown
ORIGINAL: Scharnhorst
Hi,
there seems to be a bug in the Scen 115. You can create TF's in Clark Field (no port). In my testgame (Jap side) against the computer, there are allied TFs in Clark Field at turn 3 and when I assign Clark Field as "Future Objective" to a LCU, the game crashes to desktop.
Hope you can repair this. Its a great map, much better than the original map.
Scharnhorst [&o]
Doesn't sound good. I'll check it out.
Thanks,
Andrew
RE: RE:Game Crash in Scen 115
Posted: Tue Dec 28, 2004 11:20 am
by Andrew Brown
ORIGINAL: LargeSlowTarget
In case it hasn't been mentioned - Victoria Airbase on the Malay peninsula has no road connection to the north-south railway from Bangkok to Singapore, but there is a short road branching off to nowhere in the hex directly south of Victoria - shouldn't base and road be in the same hex?
I know that looks odd, but it looks that way on my source map, which is why I drew it that way. If anyone has better map data for this area I would be very interested in seeing it.
Regards,
Andrew
RE: RE:Game Crash in Scen 115
Posted: Tue Dec 28, 2004 10:56 pm
by Blackhorse
More kudos on a fantastic map ( I just returned from a week-long Christmas Cruise; today was my first opportunity to peruse it.) The transport nets in Australia, North America and Russia are much more realistic.
There should probably be a reef between Ceylon and the mainland, forcing ships to swing around Ceylon when sailing between the east and west coasts of India. According to the Columbia Electronic Encyclopedia, 6th ed. Copyright © 2004, Columbia University Press:
Palk Strait , 40 to 85 mi (64–137 km) wide, between India and Sri Lanka. It is studded with shoal reefs called Adam's Bridge and by small islands off the Jaffna peninsula. The strait's treacherous waters are avoided by most ships. A train-ferry crosses the strait (c.20 mi/32 km) between Dhanushkodi, India, and Talaimannar, Sri Lanka.
Adam's Bridge or Rama's Bridge , chain of shoals, c.18 mi (30 km) long, in the Palk Strait between India and Sri Lanka. At high tide it is covered by c.4 ft (1.2 m) of water. A steamer ferry links Rameswaram, India, with Mannar, Sri Lanka. According to Hindu legend, the bridge was built to transport Rama, hero of the Ramayana, to the island to rescue his wife from the demon king Ravanna.
RE: RE:Game Crash in Scen 115
Posted: Wed Dec 29, 2004 3:17 am
by Platoonist
Andrew Brown, I think your map mod is fantastic. This will be the only map I'll use if I ever get my first game under my belt. I really like what you have done to make Darwin and Portland be more accurately represented in the game.
One tiny addition since I dig geographical accuracy too. There is a 7,000 foot high isolated mountain range (The Olympics) just west of Seattle in what is now just a wooded hex. Not sure what the criteria are for mountains but I thought I would point it out if you think it worth including in a future version. Keep up the excellent work! [8D]

Inland Passage
Posted: Wed Dec 29, 2004 5:11 am
by Blackhorse
A question for the Canadians on the board:
Was the Inland Passage navigable for large warships during World War II?
Clearly, some merchant ships used the Inland Passage in WWII, and today large cruise ships sail these waters. But the harrowing accounts of the Seymour Narrows and Ripple Rock (removed in 1958 by the largest non-nuclear explosion in history -- the first event ever carried live nationwide on Candian television) make it seem impractical for the allies to have risked warships in the narrow stretch where Vancouver Island comes closest to touching British Columbia, and impossible for the Japanese to have done so.
If the Inland Passage is not navigable, then the only way a task force could reach Vancouver and Seattle is from the Juan de Fuca Strait, allowing the coastal batteries of Victoria/ Esquimalt (as added by AK Brown) to guard the approaches to both ports.
RE: Inland Passage
Posted: Wed Dec 29, 2004 5:25 am
by Platoonist
RE: Inland Passage
Posted: Wed Dec 29, 2004 5:39 am
by Mike Scholl
ORIGINAL: Blackhorse
If the Inland Passage is not navigable, then the only way a task force could reach Vancouver and Seattle is from the Juan de Fuca Strait, allowing the coastal batteries of Victoria/ Esquimalt (as added by AK Brown) to guard the approaches to both ports.
...Which under the rules as currently implemented they will NOT do. So if there is
any real threat of the Japanese coming this way, you had better mine the Straits
very heavily and let the CD's shoot at the minesweepers. CD's portrail in this game
is very poor. especially interms of large "fixed" emplacements.
RE: Inland Passage
Posted: Wed Dec 29, 2004 8:02 am
by Andrew Brown
ORIGINAL: Mike Scholl
ORIGINAL: Blackhorse
If the Inland Passage is not navigable, then the only way a task force could reach Vancouver and Seattle is from the Juan de Fuca Strait, allowing the coastal batteries of Victoria/ Esquimalt (as added by AK Brown) to guard the approaches to both ports.
...Which under the rules as currently implemented they will NOT do. So if there is
any real threat of the Japanese coming this way, you had better mine the Straits
very heavily and let the CD's shoot at the minesweepers. CD's portrail in this game
is very poor. especially interms of large "fixed" emplacements.
Yes sadly I think that is the case. I believe that there is a special rule for Bataan CD firing at task forces sailing past to Manila precisely because it is not the default situation for CD to attack passing TFs. I wish the same special rule could be applied to Geelong/Melbourne in Australia as well (on my map), for the same geographical reason.
Of course in most cases it is reasonable that CD NOT be able to fire at passing TFs, given the size of hexes in the game. But it would be nice if it could be invoked in certain places.
BTW the Bataan/Manila CD rule is why I ensured that those two bases stayed in the same hex co-ords for my map.
RE: RE:Game Crash in Scen 115
Posted: Wed Dec 29, 2004 8:06 am
by Andrew Brown
ORIGINAL: Platoonist
Andrew Brown, I think your map mod is fantastic. This will be the only map I'll use if I ever get my first game under my belt. I really like what you have done to make Darwin and Portland be more accurately represented in the game.
One tiny addition since I dig geographical accuracy too. There is a 7,000 foot high isolated mountain range (The Olympics) just west of Seattle in what is now just a wooded hex. Not sure what the criteria are for mountains but I thought I would point it out if you think it worth including in a future version. Keep up the excellent work! [8D]
My cutoff was circa 2,500 to 3,000 metres (8-10,000 feet), which is why there are no mountain hexes in Australia (highest mountain here is a mere 2200m), and why a fair bit of the Rocky mountains, for example, is represented as forest instead of mountain, but I did make exceptions in various places for aesthetic reasons.
Andrew