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RE: Admiral's Edition Map Thread
Posted: Fri Dec 21, 2007 5:15 pm
by hueglin
ORIGINAL: Captain Cruft
The movement rates weren't adjusted for WitM. They just decided to live with TFs going slower. Personally I think it adds a bit of realism.
I'm not sure if the mechanism will be changed for AE. Likely not at a guess.
Thanks for the info, I didn't realize that.
RE: Admiral's Edition Map Thread
Posted: Sat Dec 22, 2007 12:46 am
by MineSweeper
ORIGINAL: JeffK
Adding Cocos(Keeling) Is would be interesting, a mid point between OZ & India
And maybe the CL SMS Emden can be repaired and put back in action....[:D]

RE: Admiral's Edition Map Thread
Posted: Sat Dec 22, 2007 11:30 am
by Andrew Brown
ORIGINAL: VSWG
With the new production model, can the Allies still ignore HI points for their industry, or do they now have to feed their HI in order to get (some of) their "stuff"?
Production for the Allies has not changed, except for the fact that off-map reinforcements can now be given an end date. which greatly reduces the need to place Allied aircraft factories on the map.
But the exact details of how the production devices work are still being modified as testing continues. So HI, for example, will generate a certain amount of supply points, as they do now, which means the Allies will have to "feed" them to get maximum value out of them.
Andrew
RE: Admiral's Edition Map Thread
Posted: Sat Dec 22, 2007 11:31 am
by Andrew Brown
ORIGINAL: Kereguelen
ORIGINAL: JeffK
Adding Cocos(Keeling) Is would be interesting, a mid point between OZ & India
This has already been added. And now please don't ask for Diego Garcia or Socotra (because they're also on the map). The only serious omission in the IO area is Kerguelen Island!
As Kereguelen has mentioned, Cocos Island is included, as is Christmas Island.
And no Kergulelen, although maybe I should add it as well?
Andrew
RE: Admiral's Edition Map Thread
Posted: Sat Dec 22, 2007 11:58 am
by KahunaPete
Hi Andrew
I'm currently using your WITP 6.2 standard and extended maps in two separate games and wondered if the AE edition 2008 will incorporate all the great additions you made thus far?
Sorry I wasn't sure if will be the map designer for the AE edition but it sounds like you are
RE: Admiral's Edition Map Thread
Posted: Sat Dec 22, 2007 12:34 pm
by Andrew Brown
ORIGINAL: KahunaPete
Hi Andrew
I'm currently using your WITP 6.2 standard and extended maps in two separate games and wondered if the AE edition 2008 will incorporate all the great additions you made thus far?
Sorry I wasn't sure if will be the map designer for the AE edition but it sounds like you are
Yes I am doing the AE map. I have included things from my original map if I think they should be included. I guess that would be most things.
Andrew
RE: Admiral's Edition Map Thread
Posted: Sat Dec 22, 2007 12:49 pm
by VSWG
ORIGINAL: Andrew Brown
ORIGINAL: VSWG
With the new production model, can the Allies still ignore HI points for their industry, or do they now have to feed their HI in order to get (some of) their "stuff"?
Production for the Allies has not changed, except for the fact that off-map reinforcements can now be given an end date. which greatly reduces the need to place Allied aircraft factories on the map.
But the exact details of how the production devices work are still being modified as testing continues. So HI, for example, will generate a certain amount of supply points, as they do now, which means the Allies will have to "feed" them to get maximum value out of them.
Andrew
Thanks for your reply, Andrew. [:)] The end date for Allied plane production is great news!!
RE: Admiral's Edition Map Thread
Posted: Sat Dec 22, 2007 7:25 pm
by KahunaPete
ORIGINAL: Andrew Brown
ORIGINAL: KahunaPete
Hi Andrew
I'm currently using your WITP 6.2 standard and extended maps in two separate games and wondered if the AE edition 2008 will incorporate all the great additions you made thus far?
Sorry I wasn't sure if you will be the map designer for the AE edition but it sounds like you are
Yes I am doing the AE map. I have included things from my original map if I think they should be included. I guess that would be most things.
Andrew
Awesome! Can't wait to see the finished product. Eagerly licking my chops like a hungry shark [:'(]
RE: Admiral's Edition Map Thread
Posted: Mon Dec 24, 2007 3:19 am
by el cid again
ORIGINAL: hueglin
The map panels may be different, but the map itself could be used and just re-cut to fit the new panel size. I still have the original map I made in Photopaint 11 which is not cut into panels.
I am sure I could make adjustments for the holding boxes, or just not have them active. The main problem I forsee is the movement rates.
Does anyone know how they were adjusted for the "War in the Med" mod - isn't it at a 40nm scale?
[/quote]
If you can solve that problem - that would be nice in spots.
RE: Admiral's Edition Map Thread
Posted: Mon Dec 24, 2007 11:54 am
by Andrew Brown
ORIGINAL: Don Bowen
Well at least there is Bowen.
And "Ban Don" is no more...
RE: Admiral's Edition Map Thread
Posted: Mon Dec 24, 2007 11:57 am
by Andrew Brown
ORIGINAL: hueglin
The map panels may be different, but the map itself could be used and just re-cut to fit the new panel size. I still have the original map I made in Photopaint 11 which is not cut into panels.
The AE map is physically larger, so you would need to increase the size of your map to match the new dimensions (the old map has 20 panels - the AE map has 42).
Andrew
RE: Admiral's Edition Map Thread
Posted: Mon Dec 24, 2007 12:29 pm
by KDonovan
will Ocean island (near the gilberts) be added?
also will Nauru and Ocean Island get resource points to simulate their phosphate deposits?
RE: Admiral's Edition Map Thread
Posted: Mon Dec 24, 2007 12:56 pm
by hueglin
ORIGINAL: Andrew Brown
ORIGINAL: hueglin
The map panels may be different, but the map itself could be used and just re-cut to fit the new panel size. I still have the original map I made in Photopaint 11 which is not cut into panels.
The AE map is physically larger, so you would need to increase the size of your map to match the new dimensions (the old map has 20 panels - the AE map has 42).
Andrew
Thanks for the info Andrew. Are the map panels the same size, with just an increase in the number of panels?
RE: Admiral's Edition Map Thread
Posted: Tue Dec 25, 2007 3:24 am
by Andrew Brown
ORIGINAL: KDonovan
will Ocean island (near the gilberts) be added?
also will Nauru and Ocean Island get resource points to simulate their phosphate deposits?
Yes and yes.
Also - due to the removal of supply generation by resource centres, these bases will produce resource points only, not supply points as well.
Andrew
RE: Admiral's Edition Map Thread
Posted: Tue Dec 25, 2007 3:25 am
by Andrew Brown
ORIGINAL: hueglin
Are the map panels the same size, with just an increase in the number of panels?
Yes they are the same size.
Andrew
RE: Admiral's Edition Map Thread
Posted: Wed Dec 26, 2007 12:04 pm
by VSWG
It would be great in an Allied player could stop production by oil and resource centers. Right now the Japanese player can simply bypass all important oil/resource producing bases in the DEI, knowing that he won't lose any production since it will stockpile.
I'm aware that the ability to destroy production would imbalance the game, but stopping production is another matter IMO.
RE: Admiral's Edition Map Thread
Posted: Wed Dec 26, 2007 12:12 pm
by Andrew Brown
ORIGINAL: VSWG
It would be great in an Allied player could stop production by oil and resource centers. Right now the Japanese player can simply bypass all important oil/resource producing bases in the DEI, knowing that he won't lose any production since it will stockpile.
I'm aware that the ability to destroy production would imbalance the game, but stopping production is another matter IMO.
I definitely agree. But I think that will have to wait for a future update.
Andrew
RE: Admiral's Edition Map Thread
Posted: Fri Dec 28, 2007 6:26 pm
by NormS3
How about galapagos islands? They may become important in any of the cut the US off from Australia attempts.
RE: Admiral's Edition Map Thread
Posted: Fri Dec 28, 2007 7:34 pm
by Shark7
ORIGINAL: VSWG
It would be great in an Allied player could stop production by oil and resource centers. Right now the Japanese player can simply bypass all important oil/resource producing bases in the DEI, knowing that he won't lose any production since it will stockpile.
I'm aware that the ability to destroy production would imbalance the game, but stopping production is another matter IMO.
On the other hand, we know what happened. The allies did not know how easily the DEI would fall. Seems to me they would have kept the production up and tried to transport the oil and resource to help their war effort. The trouble is, the AI is horrible at actually moving the resources.
RE: Admiral's Edition Map Thread
Posted: Fri Dec 28, 2007 11:00 pm
by Mike Scholl
ORIGINAL: Shark7
ORIGINAL: VSWG
It would be great in an Allied player could stop production by oil and resource centers. Right now the Japanese player can simply bypass all important oil/resource producing bases in the DEI, knowing that he won't lose any production since it will stockpile.
I'm aware that the ability to destroy production would imbalance the game, but stopping production is another matter IMO.
On the other hand, we know what happened. The allies did not know how easily the DEI would fall. Seems to me they would have kept the production up and tried to transport the oil and resource to help their war effort. The trouble is, the AI is horrible at actually moving the resources.
Well, the complaint was based on Japanese Players making use of hindsight..., so why shouldn't the Allied player get the same chance? And the Dutch DID know how defenseless they were, which is why they started wiring everything to blow the moment the war started.
The AI is horrible at almost everything strategic..., that's why so many players move on to PBEM after "learning the ropes".