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PWHEX editing

Posted: Wed Dec 12, 2007 6:52 pm
by el cid again
There appears to be a formal decision not to permit pwhex editing for AE.

There can be no doubt an editor exists - or pwhex would not be made. It would not be labor efficient.

However, note that no official pwhex editor exists for WITP I either. Yet such editors exist - four I know of (two available to the public) - and whatever Matrix used in the first place. It is unlikely we will go very long without such an editor.

If somehow pwhex cannot be done, serious mods (like CHS, or WITM) could not be done in the AE system. I think it would promote the game being sold if there were more options. I think an official editor should be released - and in fact sooner than the game itself is released. PWhexing is time consuming - and map work could begin as soon as the map is finalized. If there is no ALCAN - no way to alter routing of roads, etc - the game is a whole lot less interesting - and omissions from stock will be impossible. Releasing editors is a way to get free labor enhancing Matrix products: not to do it is not in the best interests of the community or Matrix.

RE: PWHEX editing

Posted: Wed Dec 12, 2007 7:19 pm
by Kereguelen
ORIGINAL: el cid again

There appears to be a formal decision not to permit pwhex editing for AE.
ORIGINAL: jwilkerson
My goodness!

First, it is probably premature to really be making "buy" or "no buy" decisions. There will be plenty of time for that.

Second, I don't think we've ever said there wouldn't be an editor-X equivalent for pwhexE - though we haven't committed to it either. And note that we did hire the creator of editor-X to build the AE editor!
:)

Third, the new pwhexE format is actually simplier than the old format was (no packed data), so even if we did not include an pwhexE editor, I'll bet it would not be more than 1-2 weeks before the MOD community get one out there. As you say, this is a pretty darn Sierra Hotel MOD community, AB made his first map (as a member of the MOD community) in about 3 months after the game was released. And he did it all on his own. James wrote editor-X on his own, etc. Now yes we co-opted some of the MOD community to help us with AE - but that doesnt mean 10 other guys can't do it.

But I suspect James will get an equivalent into the AE editor at some point, he does have other priorities right now.

Quoting Joe from another thread...

RE: PWHEX editing

Posted: Wed Dec 12, 2007 7:40 pm
by BigJ62
ORIGINAL: el cid again

There appears to be a formal decision not to permit pwhex editing for AE.

There can be no doubt an editor exists - or pwhex would not be made. It would not be labor efficient.

However, note that no official pwhex editor exists for WITP I either. Yet such editors exist - four I know of (two available to the public) - and whatever Matrix used in the first place. It is unlikely we will go very long without such an editor.

If somehow pwhex cannot be done, serious mods (like CHS, or WITM) could not be done in the AE system. I think it would promote the game being sold if there were more options. I think an official editor should be released - and in fact sooner than the game itself is released. PWhexing is time consuming - and map work could begin as soon as the map is finalized. If there is no ALCAN - no way to alter routing of roads, etc - the game is a whole lot less interesting - and omissions from stock will be impossible. Releasing editors is a way to get free labor enhancing Matrix products: not to do it is not in the best interests of the community or Matrix.


There will map data editing included eventually, when exactly I don’t know. Currently working on lcu AI, debugging and merging data. Excel was used to enter data for this project. Putting in a new view in AE Editor is not trivial and will involve a lot of controls so please try to be patient.

Thanks

RE: PWHEX editing

Posted: Wed Dec 12, 2007 9:32 pm
by hueglin
ORIGINAL: BigJ62

ORIGINAL: el cid again

There appears to be a formal decision not to permit pwhex editing for AE.

There can be no doubt an editor exists - or pwhex would not be made. It would not be labor efficient.

However, note that no official pwhex editor exists for WITP I either. Yet such editors exist - four I know of (two available to the public) - and whatever Matrix used in the first place. It is unlikely we will go very long without such an editor.

If somehow pwhex cannot be done, serious mods (like CHS, or WITM) could not be done in the AE system. I think it would promote the game being sold if there were more options. I think an official editor should be released - and in fact sooner than the game itself is released. PWhexing is time consuming - and map work could begin as soon as the map is finalized. If there is no ALCAN - no way to alter routing of roads, etc - the game is a whole lot less interesting - and omissions from stock will be impossible. Releasing editors is a way to get free labor enhancing Matrix products: not to do it is not in the best interests of the community or Matrix.


There will map data editing included eventually, when exactly I don’t know. Currently working on lcu AI, debugging and merging data. Excel was used to enter data for this project. Putting in a new view in AE Editor is not trivial and will involve a lot of controls so please try to be patient.

Thanks

Thanks for the response about this issue. This is more promising news than we had heard so far.

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 1:49 am
by mikemike
ORIGINAL: Andrew Brown

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

Some additional data from the same source (Weyer 1918):

Britain - Navy yards

Bombay: 6 drydocks, one of them for major units

Calcutta: 3 drydocks for smaller units

(both of the above actually owned by the Indian Goernment)

Hong Kong: 3 drydocks, one for major units, Navy repair yard

France - State yards

Saigon 2 drydocks, 1 floating dock for minor units, repair yard

Diego Suarez 1 drydock for major units, 1 floating dock; repair facility

Japan - Navy yards

Takeshiki, Tsushima: 1 floating dock, repair facility with 200 employees

USA - Navy yards

Olongapo, Philipines: Repair facility, 1 floating dock

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 2:20 am
by Andrew Brown
ORIGINAL: mikemike

ORIGINAL: Andrew Brown

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

Some additional data from the same source (Weyer 1918):

Britain - Navy yards

Bombay: 6 drydocks, one of them for major units

Calcutta: 3 drydocks for smaller units

(both of the above actually owned by the Indian Goernment)

Hong Kong: 3 drydocks, one for major units, Navy repair yard

France - State yards

Saigon 2 drydocks, 1 floating dock for minor units, repair yard

Diego Suarez 1 drydock for major units, 1 floating dock; repair facility

Japan - Navy yards

Takeshiki, Tsushima: 1 floating dock, repair facility with 200 employees

USA - Navy yards

Olongapo, Philipines: Repair facility, 1 floating dock

Thanks mikemike. Greatly appreciated.

Andrew

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 6:40 am
by Andrew Brown
ORIGINAL: Brady

Andrew Brown-

1) You saw that list of ship yards in that link posted about Japan at the end of the war?

Not yet. I will take a look when I have time to do so, however.
2) So is The Columbia now a place whear ships arive at(Liberity ships,escorts,ect?)Portland/Vancover/Astoria?

Portland and Astoria are in the game, so yes ships can arrive there. But ship arrival locations are being handled by the Navy team.
3) Blimp's, so the Large fixed Blimp bases like Tillamook, are they in game?

Link for Tillamook NAS: http://www.nastillamook.org/

Tillamook is also included. But you will have to ask the Air team about blimps. My understanding is that blimps are included in some capacity. I don't know the details.

Andrew

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 2:38 pm
by duckenf
any chance of posting screenshots of the off-map hexes, Panama, Aden, etc?

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 5:55 pm
by mikemike
ORIGINAL: Andrew Brown



Thanks mikemike. Greatly appreciated.

Andrew

You're welcome, Andrew. A word of caution here: the docks described as suitable for major combat ships (in the original: Grosskampfschiffe, meaning battleships and battlecruisers ) were in 1918 thought to be able to handle dreadnoughts. Early dreadnoughts were 600 feet long or less, so by WWII these docks might have been too short to handle CA's or anything bigger.

The facility on Tsushima may have been the preecursor of those mobile units el Cid again mentioned. Doesn't seem likely that it was intended to maintain anything bigger than destroyers, not with just 200 workers.

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 7:33 pm
by Admiral Scott
Can you post a list of all the new on map bases please?
 
Will Tahiti be added?

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 8:26 pm
by Gunner98
Could you explain the Off-map connections.  I read somwhere that they included East Coast US & Canada, where else?  Why are they important?  What are they used for - production, ship repair?

RE: PWHEX editing

Posted: Thu Dec 13, 2007 10:46 pm
by Mifune
"please try to be patient." Thank you BigJ62, at least your words are encouraging. You have provided editorX, for that I am quite grateful. Also you have been very responsive when the occasion needed to be. I would not want to go on without such a similarly functioned utility available for the AE WitP community. With your words I will show patient for now.

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 11:06 pm
by Kereguelen
ORIGINAL: Admiral Scott

Can you post a list of all the new on map bases please?

Will Tahiti be added?

Lol, poor Andrew. You're talking about hundreds of bases.

Tahiti is on the map.

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 11:12 pm
by VSWG
ORIGINAL: Kereguelen

ORIGINAL: Admiral Scott

Can you post a list of all the new on map bases please?

Will Tahiti be added?

Lol, poor Andrew. You're talking about hundreds of bases.

Tahiti is on the map.
A picture says more than a thousand words... [;)] Maybe an early release of the map art in order to fan the hype? [:D]

RE: Admiral's Edition Map Thread

Posted: Thu Dec 13, 2007 11:23 pm
by Admiral Scott
Are you kidding me? There are hundreds of new on map bases?
Hundreds???
I dreamed of a couple dozen added, but not in the hundreds!!!

A picture of the entire map would be great.

RE: Admiral's Edition Map Thread

Posted: Fri Dec 14, 2007 12:25 am
by Captain Cruft
Well although the hexes have only gotten a third smaller the total number of them (or area covered) is at least 2.25 times more. So you would expect at least twice the number of bases without even accounting for the larger slot limit.

Concrete examples I have seen are a) Ceylon goes from 2 to 5 bases and b) the Okinawa "cluster" goes from 2 to 6 bases.

P.S. Yes a piccie would be good! [;)]

RE: Admiral's Edition Map Thread

Posted: Fri Dec 14, 2007 12:53 am
by rockmedic109
ORIGINAL: Kereguelen

ORIGINAL: Admiral Scott

Can you post a list of all the new on map bases please?

Will Tahiti be added?

Lol, poor Andrew. You're talking about hundreds of bases.

Tahiti is on the map.

Hundreds????

Excuse me while I clean the drool off my keyboard.

RE: Admiral's Edition Map Thread

Posted: Fri Dec 14, 2007 1:40 am
by Admiral Scott
Im sorry, I'm not interested in previous bases taking up more hexes, I was wondering how many new bases there will be, like Tahiti for example.
 

RE: Admiral's Edition Map Thread

Posted: Fri Dec 14, 2007 1:54 am
by Don Bowen
ORIGINAL: Admiral Scott

Im sorry, I'm not interested in previous bases taking up more hexes, I was wondering how many new bases there will be, like Tahiti for example.

It's actually mentioned up a bit in this thread but, yes, Tahiti is in. Several of the Society Islands are in.

Much too early for actual number of new bases - that count will have to wait.

I can tell you that Malaybalay is not in...



RE: Admiral's Edition Map Thread

Posted: Fri Dec 14, 2007 3:21 am
by Blackhorse
ORIGINAL: Gunner98

Could you explain the Off-map connections.  I read somwhere that they included East Coast US & Canada, where else?  Why are they important?  What are they used for - production, ship repair?

That, and more.

Many US reinforcements arrive on the East Coast ready to be shipped to the Pacific *if* the Allied player can spare the transport. If not, the LCUs can move more slowly overland to the West Coast.

If the Japanese break the line of communication between the US and Australia, reinforcements can be diverted from the East Coast (or from the Pacific, via the Panama Canal) to Capetown, then to India.

As the war in Europe winds down in 1945, a lot of US and UK reinforcements appear in England, available to be shipped to the Pacific.

There are other routes, too. Andrew has done a magnificent job.

You've got the whole world in your hands.