Page 2 of 4

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Fri Mar 05, 2010 10:21 pm
by Hairog
I didn't see your questions about the names. The Joint Chiefs of Staff plans don't have the names on them. Maybe they didn't know them or they were not relevant. In my own opinion they are not relevant. This is an Alternate history. In my setup so far I have used your names from the Gotterdam... scenario.

I don't know if it would be even possible and IMO a waste of time to try and research this. I suppose some secrete archives of a Soviet OB from 1946 has surfaced some where. Using the units from the end of WWII is good enough for me and probably pretty accurate. I really don't think they changed that much or that it matters.

Interesting note. The US never had more than 90 front line Divisions by design and never planned on having anymore than that. All the plans I've seen for a war in 1946-1955 all call for 90 divisions or less. They were counting on quality over quantity. In their defense they never intended to invade Russia proper. Only to put it back in it's box and force regime change by bombing it back to the stone age if needed.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sat Mar 06, 2010 12:26 am
by Hairog
We have a number of problems to rectify.

1. The 3200 km range of the B29 has to be taken into account. Can we have a level 5 bomber with a 80 hex range?

2. The 1650 km mile range of the P51 and 1200 km range of the YP80 jet has to be taken into account as well. Can we have the US level 4 have a range of 40 and a level 5 of 30?

3. The strategic bombers must be able to attack PP only hexes as well as cities. The rule I read says they can only attack cities and then reduce their PPs.

4. The reality of using atomic bombs is not reflected in the game. They had to have a special pit made that a specially designed B29 would be put over and then the 8,000 lb bomb would be hoisted up into it. There were only 2 pits available in 1946. One in England and one in the Pacific. Also there were only 12 bombers and only 3 trained crews available in 1946. So it was very hard to use weapon. We need a way to reflect this. A mulberry for Abombs or some such device.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sat Mar 06, 2010 10:19 am
by doomtrader
1. The 3200 km range of the B29 has to be taken into account. Can we have a level 5 bomber with a 80 hex range?
Take a look into the consts.csv file of the scenario. In lines 76,77 and 78 you have the basic range for all air units.
Then go the lines 296, 297 and 298, there is a percentage multiplier range modifier for each level of planes.
2. The 1650 km mile range of the P51 and 1200 km range of the YP80 jet has to be taken into account as well. Can we have the US level 4 have a range of 40 and a level 5 of 30?
As above, but this might need some tricks and calculations to make all units values good.
. The strategic bombers must be able to attack PP only hexes as well as cities. The rule I read says they can only attack cities and then reduce their PPs.
Strategic bombers can attack resources, they just can't attack units.
4. The reality of using atomic bombs is not reflected in the game. They had to have a special pit made that a specially designed B29 would be put over and then the 8,000 lb bomb would be hoisted up into it. There were only 2 pits available in 1946. One in England and one in the Pacific. Also there were only 12 bombers and only 3 trained crews available in 1946. So it was very hard to use weapon. We need a way to reflect this. A mulberry for Abombs or some such device.
Let's put that issue on the side for now, maybe we will figure out some trick for one of the patches in the future.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sat Mar 06, 2010 3:05 pm
by Hairog
I like those answers. Progress.

All the resources I have give the number of planes but no unit information. Example: the Soviets had 14000 frontline planes in 1947. How does that translate into your units? How many fighters are in a 100% supplied fighter unit, Tac Air unit and bomber unit? For now I'm just using the same units you had available in Gotterdam...

I've got all of the Soviet units placed and the majority of the satellites, the Brits, US, French, Turks, Italians, Spanish, etc. I'm working on the naval units now. I tried to alter the PPs of the cities and the game crashed late last night so I'm going to back out of that for a while. It's almost ready to go as a hot seat game scenario now.

Again I have no idea of how to do the AI or Special Events. I'll have to leave that up to experts.

One question on diplomacy...Yugoslavia. I can't get a read on if they would have joined in whole heartedly with the Soviets in 1946. By 1947 they were firmly in the Soviet camp but then backed out and became non-aligned. I'm betting they would have gone along for the ride in 1946.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sat Mar 06, 2010 4:09 pm
by doomtrader
How many fighters are in a 100% supplied fighter unit, Tac Air unit and bomber unit?
Those amounts may vary from 500 to 1000

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sat Mar 06, 2010 4:10 pm
by doomtrader
Every time the game crashes, go to the ConsoleOut.txt file in main game folder and check few last lines. If it won't tell you anything post it on the forum.

Also please make sure that there is no empty line at the bottom of the cities.csv file

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 12:11 am
by Hairog
Interesting. I just upgraded to Windows 7 and went to take a screen shot of TOW map using the print key. It is totally black. I've tried pasting it into Paint and NetPaint. It's just a black rectangle. What's up with that?

Is there a good screenshot program out there?

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 12:28 am
by doomtrader
What about other games?

Didn't heard about any in English.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 12:39 am
by Hairog
seems to work fine everywhere else. Do you have a computer with Windows 7 on it?

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 12:50 am
by Hairog
OK I'm messing with the navy again. Everytime I try and change a ship in the naval_unit.cvs files it crashes.Do you also have to do something with the fleet file before it will work.

The consoleout file is very large and I have no idea what I'm looking for.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 2:03 am
by Hairog
Also please make sure that there is no empty line at the bottom of the cities.csv file

What should be there? Everyone I open has an empty line.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 4:37 am
by Hairog
Oh oh the editor does not work. It crashes in Windows 7.

I also noticed that the mini map is total black now in my scenario.

Does the bombing damage get repaired over time?

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 9:44 am
by doomtrader
seems to work fine everywhere else. Do you have a computer with Windows 7 on it?
Anraz is already using W7, I'll ask him to check.
OK I'm messing with the navy again. Everytime I try and change a ship in the naval_unit.cvs files it crashes.Do you also have to do something with the fleet file before it will work.
Every naval unit that is not in the reserve, must be attached to fleet.
The consoleout file is very large and I have no idea what I'm looking for.
Last ten lines.
Also please make sure that there is no empty line at the bottom of the cities.csv file

What should be there? Everyone I open has an empty line.
Last line empty:
Image

Last line not empty:
Image
Oh oh the editor does not work. It crashes in Windows 7.
will check
I also noticed that the mini map is total black now in my scenario
have you got minimap.png file in the scenario folder?
Does the bombing damage get repaired over time?
Yes

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Sun Mar 07, 2010 5:32 pm
by Anraz
seems to work fine everywhere else. Do you have a computer with Windows 7 on it?


Hairog, Try to install DirectX End-User Runtimes (February 2010) http://www.microsoft.com/downloads/en/c ... layLang=en .

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Mon Mar 08, 2010 11:09 am
by Hairog
Thanks guys.

Anraz: Where do I place the DirectX program? It asks me when you click run.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Mon Mar 08, 2010 11:28 am
by Anraz
Place it anywhere (for example make DX folder at c: drive). The first phase is only unpacking of the downloaded installer, so in the second phase you have to go to the chosen folder and then run setup.exe. When the setup is finished you might delete the folder with unpacked installer.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Wed Mar 10, 2010 12:21 am
by Hairog
I can't find the setup.exe file. There are just a bunch of more zip files. Too many zip files.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Wed Mar 10, 2010 10:14 pm
by Hairog
Finally figured it out. It does'n seem to have done anything. Still can't use the editor. prt scn doesn't work and still get a blank mini map.

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Wed Mar 10, 2010 10:42 pm
by doomtrader

RE: Hairog's Questions for Developers for WWIII 1946

Posted: Thu Mar 11, 2010 12:38 am
by Hairog
Well I got the mini map back but the prt scn and ed still don't work,