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RE: CHS version 1.06 now available

Posted: Fri Sep 23, 2005 11:30 pm
by Blackhorse
I noticed it, but it went way over my head. I'm a fan, but I guess I haven't seen it all.

Brad,

Check out the credits that roll at the beginning of Monty Python & the Holy Grail. I think I only remember because my first exposure to Python was as a kid when a friend dragged me off to see the Holy Grail at a theatre in Cambridge, Massachusetts. The first thing I saw were these credits, with references to "Moose Costumes" and the "Person responsible for sacking the person responsible for the credits has been sacked."

I've been traumatized ever since.

RE: CHS version 1.06 now available

Posted: Fri Sep 23, 2005 11:34 pm
by Blackhorse
No need to be modest Blackhorse - you helped with the map too...

Yep, I helped, in the same way that lots of people helped Michaelangelo paint the Sistine Chapel. But history justly records that as his masterpiece -- and these maps, justly, are yours.

RE: CHS version 1.06 now available

Posted: Fri Sep 23, 2005 11:46 pm
by Don Bowen
how many people actually read documentation.

I read it - I read it all. Boy were my lips tired!

RE: CHS version 1.06 now available

Posted: Sat Sep 24, 2005 7:36 pm
by BaitBoy
I am new to CHS and I have a few quick questions;

The Japanese NLF units did not have a TOE and most were listed as (9000/9000) for % of the unit disrupted. Does this mean that these units do not get replacements? If so, why was this done? I could not find anything in the documentation.

Thanks

RE: CHS version 1.06 now available

Posted: Sun Sep 25, 2005 12:35 am
by treespider
ORIGINAL: Bait Boy

I am new to CHS and I have a few quick questions;

The Japanese NLF units did not have a TOE and most were listed as (9000/9000) for % of the unit disrupted. Does this mean that these units do not get replacements? If so, why was this done? I could not find anything in the documentation.

Thanks



The TO&E is set by the unit itself when the unit does not point to a standard TO&E. So to answer your question the unit will receive replacements upto its starting values.

RE: CHS version 1.06 now available

Posted: Sun Sep 25, 2005 5:38 am
by FeurerKrieg
Is (or has) Subchaser done a map for CHS? I really like his map and would love to see a version of it for CHS. Hopefully my next PBEM will be in CHS and it would be nice to have the same style of map that I am used to looking at.

RE: CHS version 1.06 now available

Posted: Sun Sep 25, 2005 11:16 am
by treespider
ORIGINAL: Feurer Krieg

Is (or has) Subchaser done a map for CHS? I really like his map and would love to see a version of it for CHS. Hopefully my next PBEM will be in CHS and it would be nice to have the same style of map that I am used to looking at.

Patience...will be rewarded.

RE: CHS version 1.06 now available

Posted: Sun Sep 25, 2005 1:53 pm
by Captain Cruft
There are 36,010,215 pixels in the map. Therefore it does take a while to edit :)

RE: CHS version 1.06 now available

Posted: Sun Sep 25, 2005 5:45 pm
by FeurerKrieg
ORIGINAL: treespider

Patience...will be rewarded.

In the meantime I'll do some radar research and see if I can make any useful suggestions for CHS 1.06. From what little I have read, the type 21 was a surface and air detection units, (better range for air though) and the type 22 could do both as well, but was more of a surface & gunnery units. I haven't checked yet, but I'm curious to see how the ships that had radar IRL are laid out in the game. Since it would seem a radar is either air or surface (based on pen value of 0 or 500) I'm guessing that a single device can't be both. So perhaps have a type 21s, type 21a for suraface and air. Of course then you have issues where if one device gets damaged - IRL the whole unit would be gone, but in game it would still be half working.

In any case, I will do some research and take a look at what is already in the CHS database and maybe I can come up with something useful.