Page 11 of 47

RE: RHS Level II Update 2.36 (comprehensive)

Posted: Wed Jun 29, 2016 1:53 pm
by m10bob
ORIGINAL: Yaab

ORIGINAL: m10bob

An observation:

I have never seen this before in any mod nor scenario..In RHS II I am getting LSM's all over the place..Los Angeles, Pearl, Seattle, etc, but when I put them with larger ships for long transit they are not taking fuel from the larger ships and acquire damage and eventually sink!
Of course, I can get around this by "returning them" at CONUS and just accept them or create them closer to active operational areas.
Is this intentional?
Of course, IRL smaller invasion types were transported on the backs of larger ships, or actually sailed across those oceans.
Does RHS require a special ship-type to get them across, intact with payload?

BTW...Your latest revised download cleared up all my map issues and the new ports work great!


Just disband them. In real life, they travelled open waters aboard ships. In the game, the process is abstracted and they travel as supplies loaded on a ship. You recreate them in a new location.If you set them to travel long distances ALONGSIDE ships in a TF, they will get damaged and sink.

I alwyas disband the landing craft present in PH and CONUSA at start. You should also have some of them on Luzon, and can put them to good use there.


Partner...I think you missed this part of my original post on this matter:
"Of course, I can get around this by "returning them" at CONUS and just accept them or create them closer to active operational areas."[;)]

RE: RHS Level II Update 2.36 (comprehensive)

Posted: Sun Jul 03, 2016 10:57 am
by m10bob
The labeling on the newest map panels look nice!

Must pause game play/testing till the new map panels are sent out.
(At present we are missing all of Western Australia and parts of CONUS and Central America.)

RE: RHS Level II Update Link 2.38

Posted: Sun Jul 03, 2016 12:39 pm
by el cid again
Level II Update Link 2.38
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A


This is a comprehensive update. It includes every type of file.
In spite of that, it is almost purely an update of map art and map
support files (pehexe.dat, pwzlink.dat, pwzone.dat).

This update two or three eratta and a revised document
(describing the links between off map ports). The significant
update affects only Scenario 129 and involves one of two Endracht
cruisers pointing at the wrong class definition. Another change,
affecting all scenarios, is purely cosmetic - shortening a ship name
to better work with display software. I think there is/are one or
more location file revisions and, depending on your last update,
possibly device, group, class, aircraft and leader file improvements.
Most of those also have been backfitted into RHS Level I. In
spite of my plan not to support it - continued interest compels correcting
identified issues and folding in improvements.

These somewhat revised West and SW Map Edge panels
are no longer out of sync with pwhexe.dat or other map support
files. The next update is compiled, but because there is a good
deal of art, it will be a while before the cloud permits linking to
all of them.

Also, those not using Level II may not want to actually install these
panels. This is FYI to show the progress made.

It is revolutionary - now I can write on the maps - and my ability
to figure out how to line things up is increasing. For the first time
we have maps which show clearly the new map system and/or
explain special RHS features (e.g. seasonal connections) or
House Rules (e.g. let the Germans on the map without ambush -
now at two points: Amsterdam Island and also in the Southern
Ocean).

For the first time we show two new Entry-Exit Zones - one in the
North (replacing Tiksi, Siberia as an entry exit point) - and one
in the SW (the Crozet Islands Entry Exit Zone. This latter is
made from the "Southern" portion of the Capetown Entry Exit
Zone - which was excessively large. But not for that reason - rather
it is broken off so BETWEEN the two zones there can be an
AXIS Zone! Yes - for the first time - there is an Axis 'off map'
track - shown on these panels and also labeled as such. They
are really defined as on map columns and/or rows of hexes -
separated from the map by 'off map' hexes and Entry-Exit Zones.
This gets rid of problems with the concept used by RHS in WITP
days. In this case the new track is called the Axis Southern Ocean
Entry Track.

The way it works is that ALL Axis submarines and raiders (two)
enter at Amsterdam Island - a nearly useless volcanic rock with
no port or airfield build potential on which construction is forbidden.
It serves ONLY as an entry point for Axis vessels. From that point
- at the map edge - one may sail Eastward into the central Indian
Ocean - or WESTWARD into the Axis Southern Ocean Entry Track.
That track leads down to the bottom of the map near where an
Antarctic ice shelf is visible. Just as Amsterdam Island has a zone
(three hexes in all directions) forbidden to Allied ships or searches -
so the Southern Ocean Entry Point (a green cross) has a similar
rule - permitting Axis vessels to enter a number of different hexes.
This path represents a more Southerly journey passing near the
Crozet Islands entering the Southern Ocean (in this area aka the
Southern Indian Ocean). In this map area the "Western" and
"Southern" map edges are really curves in the Indian Ocean -
which you can tell by the location of Kerguelin Island - on the map edge.

I have added art for Amsterdam Island as well as Kerguelin Island.

And there is a new jump map - so players may jump easily to Recife
Brazil - to the Crozet Islands Entry/Exit Zone - and to the Axis Entry
Point/Axis Southern Ocean Entry Track.

There are significant improvements to two panels (in two forms each)
along the Eastern Map Edge. The Great Lakes Movement Track
and the Mississippi & Ohio Rivers Movement Track are now labeled as
well as having a note indicating they only work in Monsoon and Fall
seasons. Ontario Canada, Midwest USA and Gulf USA gained labels.
So did the North Atlantic Movement Track. [Indeed so did the South
Atlantic Movement Track - but not on these panels! Those are found
on the Southern and Western map edge panels!]

There is a bit more map art required along the Northern Map Edge.
The Eastern Map panels pre-released yesterday have not been changed.

RE: RHS Level II Update Link 2.38

Posted: Sun Jul 03, 2016 3:14 pm
by m10bob
Just ran a turn with today's improvements..Excellent!..

Only problems found were map panels still showing no hexes in spite of the label.

No hexes on WPEH13..WPEH14...WPEH21....

The artwork for your island in the south Indian Ocean is great!, as are the labels.
Please note the ones you sent me on my e mail address are correctly labelled as WPEN(no hex), but the first three I listed here are from the link above and are labelled WPEH...

RE: RHS Level II Update Link 2.38

Posted: Mon Jul 04, 2016 8:12 pm
by hernanyork
Graet mod, the scen 122 is soviet active, is it ok

RE: RHS Level II Update Link 2.38

Posted: Tue Jul 05, 2016 4:01 pm
by hernanyork
Before were pasive and now is active, do you know

RE: RHS Level II Update Link 2.38

Posted: Tue Jul 05, 2016 4:02 pm
by el cid again

This 'problem' is my fault. Lacking the talent to make hex map panels - I issued non-hex panels
with the hex panel name - so important information is available to players. However, yesterday
I invented a way to make hex panels anyway - the critical information is off map (I can fix names
and comments on map regardless of hex art) - so just copy the off map stuff onto a hex map! But
while I did that for the important land panels issued yesterday - I have yet to go back and do it
for he sea panels.

FYI I do NOT recommend playing with hex panels - and DO recommend playing with hex-side details on
regardless of the map art choice. [If you do that, there is no need for hexes in the map art - all
hex sides are visible]. Hex sides matter in RHS - so for turn entry at least - you need to see the
terrain on hex sides. But for the sake of players who want them anyway - and to honor the AE design -
I will try to get the missing hex-art issued. Mifune is unable to work on art (or much else) at this
time - but I have decided it is necessary to improve the map art for the sake of playability. I made
much progress to that end this week. But art isn't my thing (research, data entry, analysis of tests
to understand code, and also coding - not germane here - are). So I am still learning how to do it?
ORIGINAL: m10bob

Just ran a turn with today's improvements..Excellent!..

Only problems found were map panels still showing no hexes in spite of the label.

No hexes on WPEH13..WPEH14...WPEH21....

The artwork for your island in the south Indian Ocean is great!, as are the labels.
Please note the ones you sent me on my e mail address are correctly labelled as WPEN(no hex), but the first three I listed here are from the link above and are labelled WPEH...

RE: RHS Level II Update Link 2.38

Posted: Tue Jul 05, 2016 5:13 pm
by hernanyork
how can I fix this problem, I want the soviets passive in the scen ai

RE: RHS Level II Update Link 2.38

Posted: Wed Jul 06, 2016 10:59 am
by m10bob
ORIGINAL: el cid again


This 'problem' is my fault. Lacking the talent to make hex map panels - I issued non-hex panels
with the hex panel name - so important information is available to players. However, yesterday
I invented a way to make hex panels anyway - the critical information is off map (I can fix names
and comments on map regardless of hex art) - so just copy the off map stuff onto a hex map! But
while I did that for the important land panels issued yesterday - I have yet to go back and do it
for he sea panels.

FYI I do NOT recommend playing with hex panels - and DO recommend playing with hex-side details on
regardless of the map art choice. [If you do that, there is no need for hexes in the map art - all
hex sides are visible]. Hex sides matter in RHS - so for turn entry at least - you need to see the
terrain on hex sides. But for the sake of players who want them anyway - and to honor the AE design -
I will try to get the missing hex-art issued. Mifune is unable to work on art (or much else) at this
time - but I have decided it is necessary to improve the map art for the sake of playability. I made
much progress to that end this week. But art isn't my thing (research, data entry, analysis of tests
to understand code, and also coding - not germane here - are). So I am still learning how to do it?
ORIGINAL: m10bob

Just ran a turn with today's improvements..Excellent!..

Only problems found were map panels still showing no hexes in spite of the label.

No hexes on WPEH13..WPEH14...WPEH21....

The artwork for your island in the south Indian Ocean is great!, as are the labels.
Please note the ones you sent me on my e mail address are correctly labelled as WPEN(no hex), but the first three I listed here are from the link above and are labelled WPEH...


I have always played with the hexes since board games from habit, but the functional reason is that the CPU recognizes only those directions and that limitation makes it easier for dolts like myself to "count out" distances using them, LOL.

Of course the major downside of hexes is that they tend to cover some awful nice map detail..

BTW...Just for "flavor", I rename location names in the editor for couple of places.
Perth becomes Perth/Fremantle and Rabaul is Rabaul/Simpson Harbor, (to name a couple)..

RE: RHS Level II Update Link 2.38

Posted: Fri Jul 08, 2016 6:00 pm
by el cid again

Map art with hexes is now issued to players on the RHS Primary Distribution List. They will be
part of the next comprehensive update. Going to make a few more map improvements as well
as move (or date reassign) some ships in the North - in a final tweek of the Arctic. But there now
is hex art for ALL panels!
ORIGINAL: m10bob

ORIGINAL: el cid again


This 'problem' is my fault. Lacking the talent to make hex map panels - I issued non-hex panels
with the hex panel name - so important information is available to players. However, yesterday
I invented a way to make hex panels anyway - the critical information is off map (I can fix names
and comments on map regardless of hex art) - so just copy the off map stuff onto a hex map! But
while I did that for the important land panels issued yesterday - I have yet to go back and do it
for he sea panels.

FYI I do NOT recommend playing with hex panels - and DO recommend playing with hex-side details on
regardless of the map art choice. [If you do that, there is no need for hexes in the map art - all
hex sides are visible]. Hex sides matter in RHS - so for turn entry at least - you need to see the
terrain on hex sides. But for the sake of players who want them anyway - and to honor the AE design -
I will try to get the missing hex-art issued. Mifune is unable to work on art (or much else) at this
time - but I have decided it is necessary to improve the map art for the sake of playability. I made
much progress to that end this week. But art isn't my thing (research, data entry, analysis of tests
to understand code, and also coding - not germane here - are). So I am still learning how to do it?
ORIGINAL: m10bob

Just ran a turn with today's improvements..Excellent!..

Only problems found were map panels still showing no hexes in spite of the label.

No hexes on WPEH13..WPEH14...WPEH21....

The artwork for your island in the south Indian Ocean is great!, as are the labels.
Please note the ones you sent me on my e mail address are correctly labelled as WPEN(no hex), but the first three I listed here are from the link above and are labelled WPEH...


I have always played with the hexes since board games from habit, but the functional reason is that the CPU recognizes only those directions and that limitation makes it easier for dolts like myself to "count out" distances using them, LOL.

Of course the major downside of hexes is that they tend to cover some awful nice map detail..

BTW...Just for "flavor", I rename location names in the editor for couple of places.
Perth becomes Perth/Fremantle and Rabaul is Rabaul/Simpson Harbor, (to name a couple)..

Passive Russians in RHS

Posted: Fri Jul 08, 2016 6:09 pm
by el cid again
Level II Update Link 2.72
https://1drv.ms/u/s!Ap7XOIkiBuUwhYgdhnbHRnhTAFX2OQ

quote]ORIGINAL: hernanyork

how can I fix this problem, I want the soviets passive in the scen ai
[/quote]

Easy: Pick your scenario for passive Russians.

Scenario 122 - AI Oriented - by definition is Russian passive. AI has no clue what to do with active Russians.

Scenario 123 - Russian Passive Option - also is Russian passive. In fact, this is IDENTICAL to 121 EXCEPT the
Russians are passive. So it is the standard, historical scenario, corresponding to Stock Scenario 1, and it is more
stock like in that it lacks the usual RHS feature of active Russians.

Future Scenario 126 - Downfall - will also be Russian passive. In fact, it is intended to be played vs the computer -
not many are going to want to be Japanese in 1945! But some - interested in exotic planes, guided missiles, guppy
submarines, etc - may be.

RHS attempts to present players with options. So all the work that went into 121 is available in 123 - in a form
for those who want passive Russians.

All forms of AE need testing. Long term testing is only feasible in a form AI can use. So an AI form was needed.
That is 122. Also - most people play vs AI - so a scenario intended for AI as Japan was needed. We have that in 122.

122, 124 and 126 are Simplified RHS. They omit many very tiny vessels, they omit railroad units (AI isn't smart
enough to keep them on rail lines), and they omit inland waterways not connected to the sea (AI can't handle them
either). They also feature a simplified aircraft factory system - players need not manage production - it manages
itself.



RE: Passive Russians in RHS

Posted: Fri Jul 08, 2016 8:13 pm
by Badlandz
Hello el Sid,

I think that the Russians are active in the AI oriented scenario. I tried it myself as the Allies and watched Japanese air raid the Russians on the first turn. So, I switched to the Russian passive RHS (scen 123?). I played that one until the game date of mid-February. I 'found' several issues. I PRESUME these are not intentional.

1) There are 2 USS Cachalot submarines at the start. One in TF476 and the other in port. They are listed as different classes.
2) There are 2 USMC 4th Def Bn. Unit numbers 5555 and 5556.
3) When the HMS Trusty arrives at Aden as reinforcement 2 subs arrive. One named Trusty and one name RN Trusty.
4) I stopped the game when the New Zealand invasion reaction was activated. I can't see why that occurred. Maybe there is a base that is associated with NZ that caused it?
5) Your neighbors on Kodiak. I can't seem to move units in or out. Either by air or sea. I presume the winter 41 pwhex might be involved? I didn't change pwhex from the original in the RHS mod.

A couple other question: Several air groups start with RCN aircraft that can't upgrade to any other types. I'm thinking specifically the 7thBG/9th BS. There are 3 units associate with this name. The main unit is LB-30 RCN, one detachment is a B-17E and the third is a separate 1 aircraft unit with LB-30 RCN (unit 3545) I'm thinking the main unit should be the bomber variant.

The other involves the Pursuit Groups assigned the RP-38E. They all seem unable to upgrade to fighters. I was hoping to use them as training squadrons. Any suggestions?

Anyway, love the mod!
Thanks,

RE: Passive Russians in RHS

Posted: Sat Jul 09, 2016 2:29 am
by Yaab
re submarines.

I guess these are proper submarines and "ghost" submarines you are seeing.

Sid, the RHS documentation folder now consists of 46 files, but we don't have a simple ReadMe file for new players. "Ghost" subs are one such issue which should be explained prior to running the RHS, preferably in the ReadMe file. They are confusing for new players.

RE: Passive Russians in RHS

Posted: Sat Jul 09, 2016 11:06 am
by m10bob
I have no idea if this is WAD but when supply convoys reach Cape Town, they do not seem to be unloading the fuel they bring?
Supplies are off loading, but not the fuel?

Scenario 122....February 1942..

By putting the mouse over the supply convoy unit, I can see the composition of the convoy and it shows 2 tankers and the amount of fuel, but none is getting to the port...

UPDATE!!!! O.K.. a few game days later that supply convoy departed Cape Town and the fuel DID stay at Cape Town.
Apparently the fuel is the last thing to unload..[:)]

RE: Passive Russians in RHS

Posted: Sun Jul 10, 2016 1:23 pm
by Badlandz
Hello m10bob,

Just curious. Are the Soviets inactive in your 122 scenario? If I am correct that is the AI oriented scenario. In mine the Japanese begin attacking the Soviets on the DEC 7 turn.

Also, any idea what triggers the invasion reaction for New Zealand?


Thanks

RE: Passive Russians in RHS

Posted: Sun Jul 10, 2016 2:46 pm
by m10bob
ORIGINAL: Badlandz

Hello m10bob,

Just curious. Are the Soviets inactive in your 122 scenario? If I am correct that is the AI oriented scenario. In mine the Japanese begin attacking the Soviets on the DEC 7 turn.

Also, any idea what triggers the invasion reaction for New Zealand?


Thanks
Russians are inactive and I do not know about the N.Z.trigger..a WAG might be NZ involvement in the theater.
I did not trigger them till I landed some in New Guinea..

RE: Passive Russians in RHS

Posted: Sun Jul 10, 2016 3:41 pm
by Badlandz
M10bob,
For some reason the Soviets are active in the 122 scenario I downloaded. I don't know enough about the editor to change the status.

Ref the NZ activation. I think it was caused by the invasion of the Gilbert's.

Thanks




RE: Passive Russians in RHS

Posted: Sun Jul 10, 2016 7:46 pm
by el cid again
The Russians are indeed active in the AI scenario.

This will be fixed today.

This problem is also present in Level ONE.

RE: RHS Level II Update Link 2.41 (Maps and More)

Posted: Mon Jul 11, 2016 3:20 am
by el cid again
Level II Update Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A


This is a comprehensive update with mainly tiny numbers of updates to many files. There is one documentation update (CAF Aircraft were missing the CAF A-19), two art updates (Axis Air Art tops and alpha's fixing a flaw in the K-30), and at least one record update in most data files. Numbers of ships and land unit changes. There also is a new pwhexe.dat file - fixing some bad hexsides in India and China - adding a hex on the North map edge and adding several more hexsides so more movement options exist - removing some sub-map codes for Arctic ports - and adding the minor RR on Hainan Island.

There is a LOT of new map art. ALL former "hex" panels which in fact were renamed no-hex panels are now replaced with hex panels. I learned how to write on the map.
So many names and notes have been added. I added (in the non-hex panel only) for 08 the RR on Hainan Island as well as the extension of the RR from French Indochina into China. Both are minor rail roads. Now the map art shows them. There will be a good deal more of this. First for start of game situations. Later for the dramatic differences for Monsoon and Fall seasons. Finally for Spring. The other seasons my involve a different system of updates and/or management software. Much of this is being generated now but not being issued. First we will get all game start roads and railroads right, and add appropriate notes. I think most of the notes are now present except for rivers. The O8 panel has three river notes - including unique ones.
One names Khone Falls - a clue why the Mekong has a block on it. One indicates the Upper Irrawaddy is NOT Navigable in SPRING - very unusual (due to heavy current in canyons). The other indicates the Upper Mekong is seasonal - a common thing for rivers.

This is the first official release featuring an 'off map' Axis movement track. It is called the Axis Off Map Entry Track. It is intended to be used by German ships or subs entering the board at Amsterdam Island. They may proceed N, NE, E, SE or S from there into the Indian Ocean. OR they may proceed WEST into this movement track. Following it brings them up in the Southern part of the Indian Ocean - as if they
had gone SE from Capetown past the Crozet Islands. That track spilts the former
Capetown Entry Exit Zone into two parts. It was too big to be realistic anyway.
The Northern part is the new, smaller Capetown EEZ. The Southern part is the new Crozet Islands Entry Exit Zone. It dumps Allied ships into (or takes them from) the
South Central Indian Ocean (on a diagonal line - indicated by the presence of Kerguelin Island on the map edge). So this is the first release featuring this new Entry Exit Zone as well.

Map development for Level II is completed.

IF you have an ongoing game, AND if you install the new pwhexe.dat file (you do not have to) - ships in some Siberian and Canadian ports will "teleport" to their home bases. Generally that is OK - in Level II you can generally move back in Spring. To winter over in Russia move a ship to Krasnyoarsk (where it will teleport to anyway - no great problem) - for later games. You cannot winter over in most frozen places (there are exceptions on the lower Amur River). In Canada, move the ships to Yellowknife.





"Two Cachalot submarines!!" [Real and Ghost]

Posted: Mon Jul 11, 2016 3:25 am
by el cid again
[quote] Badlandz

1) There are 2 USS Cachalot submarines at the start. One in TF476 and the other in port. They are listed as different classes.
2
3) When the HMS Trusty arrives at Aden as reinforcement 2 subs arrive. One named Trusty and one name RN Trusty.

[end quote]

Yep. There are about 10-12 of these at start and I think there is a new one added every year.
But they are NOT duplicates. ONE is real - one is a 'ghost' sub. There are a smaller number of
Japanese ghosts. They work as intended but not many are needed.

Ghosts are false targets. They cause units to expend ASW ammo, a problem on a long patrol. But they
DO help units gain experience! They usually report missing - but 1% of the time they report hitting.
No matter the details of the report, ghost 'torpedoes' have no damage effects whatever. Ghost subs have
no guns and will not attack on the surface for that reason.

You can spot a ghost IF YOU OWN IT by the huge number of reloads as well as by the gigantic range.

Ghosts are to be put on COMPUTER CONTROL UNLESS the sub is damaged and needs repairs, or rarely,
if the sub needs fuel or torpedoes (once or twice a year!).

The second Trusty should be called RN Trusty as well - but it is in fact a Ghost. Ghosts simulate a number
of different things IRL.

If you do not like Ghost Subs - they are NOT present in Simplified RHS scenarios (those with even numbers -
122 and 124 for now - 126 eventually as well).