Map Mod Information

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

Moderators: Joel Billings, wdolson, Don Bowen, mogami

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Admiral Scott
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RE: Map Mod Information

Post by Admiral Scott »

I'm dying to see and use this map!
When I try going to the map mod page, its blank.

Wouldnt games in progress have to be restarted?
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Don Bowen
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RE: Map Mod Information

Post by Don Bowen »

ORIGINAL: Andrew Brown

I have added (from memory):

Pacific:
Ocean Island (haven't added base yet but it is on the map. I need to come up with some values - anyone got UV loaded???
Bora Bora and Papaete in the Society Islands. (anyone got recommended values??)

Andrew

Bora Bora is an atoll of volcanic origin. The reef is 1 to 1 1/2 miles wide with a number of small, low barrier islands. A single natural passage through the reef had been expanded by the French, using dynamite, and led to two excellent sheltered anchorages - Teavanui Harbor and Fanui Bay. Unloading facilities initially consisted of a long wooden wharf (apparently in Fanui Bay), built pre-war. Additional wharfs were constructed by the American garrison using coconut log frames filled with coral and stone. A large refueling station, complete with additional piers, storage tanks, support facilites, etc were "quickly constructed". A 6000 foot army airfield and an aircraft assembly depot were constructed on one of the low, flat islands in the barrier reef.

Don't know exactly how to convert this to standard WITP values, but I would guess an initial port of 1-2 with a max of 3 or 4. Airfield 0 with max of 3.

Data is from "World War II Pacific Island Guide - A Geo-Military Study" by Gordon L. Rottman - ISBN 0-313-31395-4. and "Bogged Down in Bora Bora" by Ervan F. Kushner (an officer in the Garrision).

Unfortunately there is no data for Tahiti as no U.S. forces were stationed there.
worr
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RE: Map Mod Information

Post by worr »

ORIGINAL: Andrew Brown


For a start it doesn't make sense - how does a unit benifit from a North-South rail line to move 60 miles East or West, through jungle, in a single day?

Probably because you don't have to move "through it" to fight what is in it.

You might only have to approach the edge to engage the battle. Hexes represent a lot of terrain, yet when you enter the hex it is considered that you are engaged even if the opponent is on the far side of that same hex going the same way. No way around that.

Worr, out
worr
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RE: Map Mod Information

Post by worr »

Can someone post a pic?

Worr, out
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Cap Mandrake
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RE: Map Mod Information

Post by Cap Mandrake »

Wow...that is an ambitious project.

How exactly do you modify the internal map geometry? I can see repainting things in the .bmp file, but this is a whole 'nuther kettle of tea.
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Andrew Brown
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RE: Map Mod Information

Post by Andrew Brown »

ORIGINAL: Admiral Scott

I'm dying to see and use this map!
When I try going to the map mod page, its blank.

Wouldnt games in progress have to be restarted?

That is odd, the link is working for me at the moment.

And yes you would definitely need to start a new game with the map. Also, since it is a 'global' change, it would be a bit if a hassle to swap between two games, one with the modded map and one with the original. You will have to exit the game, copy in/out the map art files and the map data file, then restart the game and load/start the new scenario.
Information about my WitP map, and CHS, can be found on my WitP website

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Andrew Brown
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RE: Map Mod Information

Post by Andrew Brown »

ORIGINAL: worr

Can someone post a pic?

Worr, out

The pics are on the page I linked to (well, a page linked from that page), but here 'tis:

(Note that the map has been updated slightly since this image was created)

Image
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New_Fullmap_Small.jpg
New_Fullmap_Small.jpg (61.29 KiB) Viewed 346 times
Information about my WitP map, and CHS, can be found on my WitP website

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Admiral Scott
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RE: Map Mod Information

Post by Admiral Scott »

I'm going here...... http://member.melbpc.org.au/~akbrown/witp/mapmod01.html
and getting a blank white page.
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Cap Mandrake
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RE: Map Mod Information

Post by Cap Mandrake »

ORIGINAL: Admiral Scott

I'm going here...... http://member.melbpc.org.au/~akbrown/witp/mapmod01.html
and getting a blank white page.

Ditto that
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Admiral Scott
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RE: Map Mod Information

Post by Admiral Scott »

Andrew, how were you able to get the distances more accurate overall better than matrix?
Maybe matrix should be consulting you on future maps.
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Admiral Scott
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RE: Map Mod Information

Post by Admiral Scott »

How about posting some close up pics of the map.
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Andrew Brown
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RE: Map Mod Information

Post by Andrew Brown »

ORIGINAL: Cap Mandrake
ORIGINAL: Admiral Scott

I'm going here...... http://member.melbpc.org.au/~akbrown/witp/mapmod01.html
and getting a blank white page.

Ditto that

Sorry!

I just checked the page in IE and you are right - it is blank. I use Firefox and it is fine in that. I have found an error in the HTML code which is causing the problem. I won't be able to upload a fixed page for a few hours. I'll post here when it is fixed (or use Firefox [:'(])
Information about my WitP map, and CHS, can be found on my WitP website

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Andrew Brown
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RE: Map Mod Information

Post by Andrew Brown »

I have hopefully corrected the website now, so that it should be visible when using Internet Explorer. I can't test it yet because I don't use Windows when online, but I should be able to test it soon.

I have also added a link from the map mod details page (at the bottom of the page) to a JPEG file showing a large part of the map - the part that covers North America. Please feel free to take a look and make comments/suggestions (good or bad).

Here is a direct link to the JPEG file:

member.melbpc.org.au/~akbrown/images/North_America.jpg
(Warning - 1.3 MB file)
Information about my WitP map, and CHS, can be found on my WitP website

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Tanaka
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RE: Map Mod Information

Post by Tanaka »

just curious but will you have anything like the flags in WITP to represent the bases???
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Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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Bodhi
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RE: Map Mod Information

Post by Bodhi »

The flags are drawn over the map by the program using the bases info from the scenario database file. So, if you add a new base somewhere in the database, you'll automatically get a "flag".
Bodhi
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steveh11Matrix
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RE: Map Mod Information

Post by steveh11Matrix »

Looks superb, Andrew.
"Nature always obeys Her own laws" - Leonardo da Vinci
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bstarr
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RE: Map Mod Information

Post by bstarr »

outstanding!

A question, though. How will this affect current scenarios? Will they all have to be rewritten or will the bases show up in the same coordinates?

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Raverdave
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RE: Map Mod Information

Post by Raverdave »

Well done mate................your "art" is not as bad as you led me to believe at the pub the other week.
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Never argue with an idiot, he will only drag you down to his level and beat you with experience.
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Andrew Brown
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RE: Map Mod Information

Post by Andrew Brown »

ORIGINAL: bstarr

outstanding!

A question, though. How will this affect current scenarios? Will they all have to be rewritten or will the bases show up in the same coordinates?

The scenarios have to be modified as well. I have written a script to do this automatically, though. I have not enetered ALL of the conversion data for the script yet but it is more or less done. The script should be able to be used to convert any scenario to the modded map.
Information about my WitP map, and CHS, can be found on my WitP website

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Cap Mandrake
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RE: Map Mod Information

Post by Cap Mandrake »

North America is fantastic. I like the Alcan highway...and just in case the Japs invade Manitoba from the North...they will not be able to cross lake Winninipeg from North to South [:)]


What gives with the fractured sea ice...any effect on game play?
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