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Re: TRP - World at War Under Development
Posted: Mon Jul 04, 2022 11:11 pm
by Lothos
Elessar2 wrote: Mon Jul 04, 2022 11:07 pm
Lothos, I would strongly urge you to read my notes and AARs on my War in the Pacific scenario, such that you don't end up reinventing the wheel when you discover some snag that I (and my playtester
Old Crow Balthazor) had already run across.
We likely can be at your disposal for any playtests.
Thank you, I will keep that in mind. So far the only snag is the map editor is just short of the USA west coast.
So as a solution (because I do not want to disturb the scale) I am going to go as far east as possible and just add a clump that represents USA West Coast. The 512 width is about 50 or so short of the west coast unfortunately

Re: TRP - World at War Under Development
Posted: Mon Jul 04, 2022 11:15 pm
by Elessar2
HC, any way to expand the max hexes in the editor w/o breaking something? Note by using the mapmaker it is possible to bypass the limits as it is (tho bugs from doing that may only become obvious once the scenario is run in the game exe itself-I've just played around with making huge but raw maps).
Re: TRP - World at War Under Development
Posted: Tue Jul 05, 2022 1:05 am
by Lothos
A large size Mini-map
Started adding cities and countries. You can see Australia, New Zealand and Dutch East Indies have been added. Some terrain as well (not visible in the screenshot).
Things are moving at a good pace
BUT
I will warn people that this is the easy part. Once this is all done and the OOB is done adding the AI and the Events is what will take allot of time and thats when things will slow down.
Also attached a screenshot of Hawaii Islands and Midway
Re: TRP - World at War Under Development
Posted: Tue Jul 05, 2022 2:44 pm
by Lothos
BillRunacre wrote: Mon Jul 04, 2022 2:12 pm
If you use the shift map function to move parts of the map around, it will adjust the script coordinates too.
However, do
not do this with the master copy of your campaign. If you want to try it out, do so on a test campaign and then make a note of what actual changes will work to achieve your desired goal.
Edit: and even when you know what changes to make, make them on a copy of the master.
Note also that the undo button will not undo any shifting that is done, which is why you will have to keep a master copy somewhere else safe on your computer just in case.
The shifting may or may not allow what you're after too, so the above may not be relevant, i.e. you cannot use it to move a left hand portion of the map to become the right hand portion. But if it is, I suggest reading the relevant section in the Manual and then testing out its functionality in a test campaign in the Editor.
I assume you are talking about this screen (below)
How does this work?
What I would like to do is shift everything with x98 and everything to the right of it and move it left to x85
For Y we want the entire Y spectrum
Would that overwrite existing tiles?
Re: TRP - World at War Under Development
Posted: Tue Jul 05, 2022 6:55 pm
by BillRunacre
That's the feature, there is a write up in the Manual on it, and I would just experiment lots in a test campaign to get the hang of it.
Re: TRP - World at War Under Development
Posted: Tue Jul 05, 2022 9:24 pm
by Lothos
BillRunacre wrote: Tue Jul 05, 2022 6:55 pm
That's the feature, there is a write up in the Manual on it, and I would just experiment lots in a test campaign to get the hang of it.
I tried the shifting (thanks for pointing to the manual it was easy)
It did crash but it did most of the work. Looking over the map after the shift and their are draw backs to this. If I do this then the Atlantic becomes way to small to scale which would then make it easier for the UK to hunt down German subs and the battle of the Atlantic will not be as much fun.
I think for now I am just going to create some sort of blob on the edge of the eastern map to represent the USA. Its the only idea I can come up with. Technically if Japan gets that far the game should be over and the Allies lost.
Just surprised on the limitations of the editor (programing language used to create it) not being able to go larger.
Re: TRP - World at War Under Development
Posted: Tue Jul 05, 2022 11:32 pm
by Lothos
Allot of work was done today, lots of cities added and roads. Countries starting to form
Screenshots below show you the Malaya/Singapore area with terrain, cities and ports.
Mini-map shows you how some of the countries are now forming
Re: TRP - World at War Under Development
Posted: Wed Jul 06, 2022 8:34 am
by BillRunacre
Lothos wrote: Tue Jul 05, 2022 9:24 pm
I tried the shifting (thanks for pointing to the manual it was easy)
It did crash but it did most of the work. Looking over the map after the shift and their are draw backs to this. If I do this then the Atlantic becomes way to small to scale which would then make it easier for the UK to hunt down German subs and the battle of the Atlantic will not be as much fun.
Great to hear.
With the Atlantic, how about picking a point just to the east of Greenland and enlarging it there (if you have space available). You'll then need to readjust Iceland and possibly one or two islands further south, but that would achieve the effect.
Re: TRP - World at War Under Development
Posted: Wed Jul 06, 2022 11:52 am
by Lothos
BillRunacre wrote: Wed Jul 06, 2022 8:34 am
Lothos wrote: Tue Jul 05, 2022 9:24 pm
I tried the shifting (thanks for pointing to the manual it was easy)
It did crash but it did most of the work. Looking over the map after the shift and their are draw backs to this. If I do this then the Atlantic becomes way to small to scale which would then make it easier for the UK to hunt down German subs and the battle of the Atlantic will not be as much fun.
Great to hear.
With the Atlantic, how about picking a point just to the east of Greenland and enlarging it there (if you have space available). You'll then need to readjust Iceland and possibly one or two islands further south, but that would achieve the effect.
I took a look and its just not enough space. I need a shift of about 50 hexes (well need about 50 (to 100) more in the Pacific) The problem if I do that massive a shift near Greenland then it looks like Canada got punched in the nose LOL.
I was able to get 2 more hexes by shrinking a little around India. Anything more than that and it starts to look strange.
I am thinking their really is no choice but to just make a small blob out on the Right side of the map and just say it represents the west coast.
Below is the screenshot, you can see I made Alaska a little bigger.
Re: TRP - World at War Under Development
Posted: Wed Jul 06, 2022 3:02 pm
by Lothos
Some new pics from the Pacific with most of it having cities, ports, countries and terrain
Re: TRP - World at War Under Development
Posted: Wed Jul 06, 2022 5:49 pm
by Lothos
On a different subject How to I make it so Japan and China are at war in the beginning of the scenario and not have the UK at war with Japan as well.
EDITED, I keep selecting China in the Belligerence but it wont save it. It changes it to the UK once I leave and come back (or even save) and it un-checks the Belligerence checkbox.
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 2:56 am
by Elessar2
Looking very good-you're inspiring me to get back to work on my Euro 20k map. [However I am currently about to get a brand new machine & high speed internet after a lightning bolt fried my old modem.] Many of the changes will mirror those in my Pacific one-if I may be so bold it would be cool to discuss design options-my PM box is at your disposal.
Feel free to borrow and modify my scripts if you wish; my pride and joy is one which swaps the 3 Yamatos for 4 Shokakus. I recently made one which swaps all early German land and air builds for a major Plan Z fleet rebuild. I also put in a ton of Japanese convoy lines so that only a minimum of MPPs teleport magically to the home islands. [I'll PM you the Plan Z one once I get my new internet up and going]
One issue with your Pacific map: looks very accurate but "land" spaces which are less than 50% land work as sea spaces in the game engine, meaning no land unit can exist there. I saw some of those spaces in the Philippines, most notably Palawan which will be all sea spaces. You may have to thus make some of those islands "fatter" if you desire them to be in play for land and air. Truk & Oahu are problematic since you have too little space for all of the ships which typically based there; I had to make them much bigger to provide enough room for sufficient ships to dock. This can be crucial when you are upgrading your fleet; you can't have so few ports that it will take 6 months to upgrade everything.
In addition single hex islands can only have one unit: in some cases I made them two hexes so you can put a land and air unit there. I also found that lakes work wonderfully to represent atolls: small lakes will still allow land & air to base there, large will turn them into sea spaces, fine for those which you don't plan to make playable.
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 3:32 am
by OldCrowBalthazor
Well...I'll be damned. This is interesting!
Yeah Lothos....take a look at Elessar's War in the Pacific Map. He's giving you valuable information here regarding the islands and other features. His advice will save you some headaches.
I wasn't even aware of all this work as I have been neck deep in the ACW development testing for the last two months and saw Elessar making a comment on your thread here.
I got hundreds of hours with Elessar's mod plus a YT series video's covering the War in the Pacific mod. They are illustrative of how things work regarding the islands, ports...etc.
Will be following this and started reading your mod work over on the WiE forum.
Cheers
Old Crow
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 9:10 am
by BillRunacre
Lothos wrote: Wed Jul 06, 2022 5:49 pm
On a different subject How to I make it so Japan and China are at war in the beginning of the scenario and not have the UK at war with Japan as well.
EDITED, I keep selecting China in the Belligerence but it wont save it. It changes it to the UK once I leave and come back (or even save) and it un-checks the Belligerence checkbox.
Is China Allied and fully mobilized too?
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 10:06 am
by Lothos
BillRunacre wrote: Thu Jul 07, 2022 9:10 am
Lothos wrote: Wed Jul 06, 2022 5:49 pm
On a different subject How to I make it so Japan and China are at war in the beginning of the scenario and not have the UK at war with Japan as well.
EDITED, I keep selecting China in the Belligerence but it wont save it. It changes it to the UK once I leave and come back (or even save) and it un-checks the Belligerence checkbox.
Is China Allied and fully mobilized too?
Yes, (screenshot below)
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 10:11 am
by Lothos
Elessar2 wrote: Thu Jul 07, 2022 2:56 am
Looking very good-you're inspiring me to get back to work on my Euro 20k map. [However I am currently about to get a brand new machine & high speed internet after a lightning bolt fried my old modem.] Many of the changes will mirror those in my Pacific one-if I may be so bold it would be cool to discuss design options-my PM box is at your disposal.
Feel free to borrow and modify my scripts if you wish; my pride and joy is one which swaps the 3 Yamatos for 4 Shokakus. I recently made one which swaps all early German land and air builds for a major Plan Z fleet rebuild. I also put in a ton of Japanese convoy lines so that only a minimum of MPPs teleport magically to the home islands. [I'll PM you the Plan Z one once I get my new internet up and going]
One issue with your Pacific map: looks very accurate but "land" spaces which are less than 50% land work as sea spaces in the game engine, meaning no land unit can exist there. I saw some of those spaces in the Philippines, most notably Palawan which will be all sea spaces. You may have to thus make some of those islands "fatter" if you desire them to be in play for land and air. Truk & Oahu are problematic since you have too little space for all of the ships which typically based there; I had to make them much bigger to provide enough room for sufficient ships to dock. This can be crucial when you are upgrading your fleet; you can't have so few ports that it will take 6 months to upgrade everything.
In addition single hex islands can only have one unit: in some cases I made them two hexes so you can put a land and air unit there. I also found that lakes work wonderfully to represent atolls: small lakes will still allow land & air to base there, large will turn them into sea spaces, fine for those which you don't plan to make playable.
Thanks for the offers, I may take you up on some of it once I get to the events phase.
I like your lake idea for Atolls
I am aware of the 50% land rule and the areas I do not have it was on purpose. Some places, even though connected by land, the terrain is impassable.
Single hex islands, yea was going to leave many as single hex to force players to decide. It is already pretty hard to invade these single hex islands (even with an air unit). So only key areas will have 2 or more to support land an air. Places like Rabaul and Truk.
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 10:44 am
by Lothos
So, tomorrow (Friday 7/8/2022), I am going to pause working on the extended map as I have a list of changes I want to make to stuff on the Europe side for both TRP Europe and the new TRP World.
Has anyone ever tried to make France (or USSR) non-cooperative?
What happens if the Allies take Paris after France falls? It says in the manual for minors that are liberated they change the align major to the liberator. It makes no mention of what happens if a major is being liberated by another major that is non-cooperative?
I am asking because that is actually more accurate (from what I read about it in the manual). The UK airpower should not coordinate with France and help them out.
EDITED: Well first thing I discovered was that the BEF force does not show up in France. Only the HQ showed up when France was marked as not able to Cooperate.
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 5:56 pm
by BillRunacre
Lothos wrote: Thu Jul 07, 2022 10:06 am
BillRunacre wrote: Thu Jul 07, 2022 9:10 am
Lothos wrote: Wed Jul 06, 2022 5:49 pm
On a different subject How to I make it so Japan and China are at war in the beginning of the scenario and not have the UK at war with Japan as well.
EDITED, I keep selecting China in the Belligerence but it wont save it. It changes it to the UK once I leave and come back (or even save) and it un-checks the Belligerence checkbox.
Is China Allied and fully mobilized too?
Yes, (screenshot below)
Can you send me the campaign, zipped up and preferably by WeTransfer?
My email is
bill.runacre@furysoftware.com
Re: TRP - World at War Under Development
Posted: Thu Jul 07, 2022 7:46 pm
by Lothos
BillRunacre wrote: Thu Jul 07, 2022 5:56 pm
Lothos wrote: Thu Jul 07, 2022 10:06 am
BillRunacre wrote: Thu Jul 07, 2022 9:10 am
Is China Allied and fully mobilized too?
Yes, (screenshot below)
Can you send me the campaign, zipped up and preferably by WeTransfer?
Email sent
Re: TRP - World at War Under Development
Posted: Fri Jul 08, 2022 8:46 pm
by Lothos
Few more pictures of terrain areas that are completed. Working now in 3 areas, China, Manchuria and now moving into India
These are not the finals but close. Their is always a chance I make some adjustments.