Page 2 of 54

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 5:28 am
by Mifune
"Which flag for Japanese bases" With command being of more importance. I am hoping for a choice of two so one could tell the difference between IJA and IJN bases.

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 6:07 am
by Andrew Brown
Found a bit more time...
1. Glad to hear of the new railroad types. Does AE model rolling stock (finite number of trains on railroads) at all?

More a question for the Land team. But I don't think so.
2. Will the map include Subchaser-style "dots" to indicate the presence of oil or resources in a hex? This isn't a "must" for me, and in fact if it's too cluttered, I'd prefer a cleaner look. But I did like Subchaser's little dots.

Not at present. Some people don't like any more map clutter, and also, resource data is scenario dependent, so fixing the symbols on the map could cause problems for modders.

I like the idea of some type of symbols myself, so what I am currently considering is providing an alternative map, with symbols added.
3. Conversely, I don't care for big thick lines delineating malaria zones, control zones, weather zones, etc.; I prefer just to remember which areas have malaria. (I know your map for WITP came in two versions -- one with "lines," one without. I used the one without.) Any decisions on how your handling "lines" on the map?

No lines.

But again, if there is a lot of interest it might be possible to create an alternative map.
4. Which flag for Japanese bases -- plain Rising Sun, or the naval ensign with red rays? The latter may be more historically accurate, but the former is easier on my aging eyes!

Currently it is the plain symbol, not the Rising Sun.
5. Any change to the cold-weather zones (e.g., Alaska) -- for example, more of a penalty for conducting naval/air ops there? I always felt it was too easy to operate in the far north in stock.

Not sure. You will need to ask the Naval guys.
6. Can we build any rail lines over, say, the River Kwai? :)

Sadly no. It was considered but didn't make the cut. Too big a change.
7. Any changes to R&D for Japanese aircraft? (I still don't fully understand how it works in stock!)

Don't think so. You will have to ask the Air team.

Andrew

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 6:09 am
by Andrew Brown
ORIGINAL: Brady

Will "Fuel" still be available at some "oil" locatrions, those that could historicaly produce crude oil so pure it could be burned in ship's without refining?

Actually fuel is available at most of the oil locations, because the refineries tended to be co-located with the areas of oil production. If there refineries are all destroyed there won't be any fuel generated by the oil centres though.

Andrew

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 6:10 am
by Andrew Brown
ORIGINAL: Mifune

"Which flag for Japanese bases" With command being of more importance. I am hoping for a choice of two so one could tell the difference between IJA and IJN bases.

Hmmmmmm. Interesting...

Andrew

PS: Off to put up the Xmas tree...

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 8:04 am
by JamesM
I like to use Sub Chasers Map mod, because of it 32 bit colour and resources / industries symbols next to each base that has it. Could the base resources / industries symbols be included in the standard map as it is a very useful tool?

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 9:23 am
by Apollo11
Hi all,

Just to check something I think I am reading between lines in press release and your answers here...


Can player in WitP-AE "command" the amount of supplies and fuel in his bases without fearing that AI would move it around (using internal transportation grid) on its own whim?

In other words are there user selected dials in Base properties GUI that would exactly reserve the amout of suplies / fuel he wants to have in a base?


IMHO that was one of the most sought improvements from current WitP that many players (including me [:)]) have voiced over the years... [:D]


Thanks in advance!


Leo "Apollo11"

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 10:46 am
by Andrew Brown
ORIGINAL: Apollo11
Can player in WitP-AE "command" the amount of supplies and fuel in his bases without fearing that AI would move it around (using internal transportation grid) on its own whim?

To be honest I am not sure. If I find out before you do I will let you know.

Andrew

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 10:55 am
by witpqs
Hi Andrew,

Will there be a toggle to display the hex numbers in the hexes on request? This would be very useful when coordinating TF movements. Alternatively, the hex being pointed to (not the hex currently selected) could be displayed mouse-over style.

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:00 am
by Andrew Brown
ORIGINAL: witpqs

Hi Andrew,

Will there be a toggle to display the hex numbers in the hexes on request? This would be very useful when coordinating TF movements. Alternatively, the hex being pointed to (not the hex currently selected) could be displayed mouse-over style.

I agree that it would be useful, but there are currently no plans to do this.

Andrew

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:04 am
by Apollo11
Hi all,
ORIGINAL: Andrew Brown
ORIGINAL: Apollo11
Can player in WitP-AE "command" the amount of supplies and fuel in his bases without fearing that AI would move it around (using internal transportation grid) on its own whim?

To be honest I am not sure. If I find out before you do I will let you know.

Andrew

Thanks Andrew - and let's keep our fingers crossed... [:)]


Leo "Apollo11"

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:07 am
by VSWG
We need a new Economy FlowChart... [:D]
ORIGINAL: Andrew Brown

There is a new "Light Industry" device. This device takes resource points as input and generates supply points as output. Because of this, manpower points no longer require Resource points as input, and HI no longer generate supply either - it is only generated by LI, and Refineries (representing fuel used by land units and aircraft).

Also - Resource centres no longer generate supply points. You have to take the resources to the LI centres to create supply points.
ORIGINAL: Andrew Brown

I will try to provide some more details later but the basics are:

Refineries take oil as input and create fuel as well as some supplies.

Light Industry take Resources as input and generate supplies.

Andrew
What about Heavy Industry centers? Do they create only HI points in AE?

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:15 am
by wdolson
2. Will the map include Subchaser-style "dots" to indicate the presence of oil or resources in a hex? This isn't a "must" for me, and in fact if it's too cluttered, I'd prefer a cleaner look. But I did like Subchaser's little dots.
ORIGINAL: Andrew Brown
Not at present. Some people don't like any more map clutter, and also, resource data is scenario dependent, so fixing the symbols on the map could cause problems for modders.

I like the idea of some type of symbols myself, so what I am currently considering is providing an alternative map, with symbols added.

How about a switch on the options menu to turn these on or off?

Bill

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:18 am
by herwin
ORIGINAL: Andrew Brown

ORIGINAL: Mike Solli

Andrew, since resource and oil hexes no longer produce supplies and fuel, where do they come from? I read that there will be refineries, but what else?

I will try to provide some more details later but the basics are:

Refineries take oil as input and create fuel as well as some supplies.

Light Industry take Resources as input and generate supplies.

Andrew

It's good you're modelling refineries as producing both fuel and supply. A major reason Japan took northern China were the coal reserves. Those were used to produce energy (power and heat), coking coal (steel-making), and toluene. Toluene is used in TNT (ammo) and high-octane gasolene (aviation fuel). So you need to allow some production of supplies from the Chinese coal. I think you'll be doing that. Oh, there were also small oilfields in Japan--my GGF developed them--so there is some indigenous fuel production.

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:21 am
by herwin
ORIGINAL: Brady

Will "Fuel" still be available at some "oil" locatrions, those that could historicaly produce crude oil so pure it could be burned in ship's without refining?

The easiest way to handle that is put a limited capacity refinery in the oil field hex.

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:50 am
by Andrew Brown
ORIGINAL: Andrew Brown

ORIGINAL: Apollo11
Can player in WitP-AE "command" the amount of supplies and fuel in his bases without fearing that AI would move it around (using internal transportation grid) on its own whim?

To be honest I am not sure. If I find out before you do I will let you know.

Andrew

Just looked. The bases have buttons that can be used to increase or decrease the amount of supplies required at that base.

Andrew

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:51 am
by Andrew Brown
ORIGINAL: VSWG
What about Heavy Industry centers? Do they create only HI points in AE?

That's right.

EDIT: HI centres will also produce supply points - one per HI centre - but NOT fuel points.

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:51 am
by Apollo11
Hi all,
ORIGINAL: VSWG

We need a new Economy FlowChart... [:D]

You mean the replacement for this one I re-did years ago? [:D]


Leo "Apollo11"

Image

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:53 am
by Andrew Brown
ORIGINAL: wdolson
2. Will the map include Subchaser-style "dots" to indicate the presence of oil or resources in a hex? This isn't a "must" for me, and in fact if it's too cluttered, I'd prefer a cleaner look. But I did like Subchaser's little dots.
ORIGINAL: Andrew Brown
Not at present. Some people don't like any more map clutter, and also, resource data is scenario dependent, so fixing the symbols on the map could cause problems for modders.

I like the idea of some type of symbols myself, so what I am currently considering is providing an alternative map, with symbols added.

How about a switch on the options menu to turn these on or off?

Bill

This isn't on the list at the moment. It will be interesting to see whether most people want some sort of symbol, or not.

Andrew

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:53 am
by Mifune
"PS: Off to put up the Xmas tree..." Well with some luck there will be a gift of 2 Japanese icons under that X-mas tree. [;)]

RE: Admiral's Edition Map Thread

Posted: Sat Dec 08, 2007 11:57 am
by Andrew Brown
ORIGINAL: herwin

It's good you're modelling refineries as producing both fuel and supply. A major reason Japan took northern China were the coal reserves. Those were used to produce energy (power and heat), coking coal (steel-making), and toluene. Toluene is used in TNT (ammo) and high-octane gasolene (aviation fuel). So you need to allow some production of supplies from the Chinese coal. I think you'll be doing that. Oh, there were also small oilfields in Japan--my GGF developed them--so there is some indigenous fuel production.

I actually consider coal to be a "Resource". So, for example, in Manchukuo there are Resources, plus HI (generating HI points) and LI (taking Resources and generating supply points), plus a little oil.

Andrew