RHS Level I Updates Suspended
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: update link and update plan
Reissued with updated link below.
Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg
Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg
RE: RHS: RHS Design Thread: update link and update plan
hi
only an occasional player but am thinking of coming back to this game and the work you have done on this mod is just amazing
anyway, was going to have a look at things but am unsure as to what base version of the game you apply this patch too e.g. the last official patch "WITP Admiral's Edition v1.01.08r9 Official Update" or should it be this but with the latest beta?
many thanks
RE: RHS: RHS Design Thread: update link and update plan
It works with the latest beta.
RE: RHS: RHS Design Thread: update link and update plan
just looking at some aircraft data (in 105) and the following planes are not designated as either IJN or IJA (at least as shown in Trackers Air Production screen)
no idea if this is as intended or not but if not the planes concerned are:
E13A1-S Jake AS
G3M3-Q Nell AS
Q2M1 Peggy
no idea if this is as intended or not but if not the planes concerned are:
E13A1-S Jake AS
G3M3-Q Nell AS
Q2M1 Peggy
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: update link and update plan
I found all three of the listed planes had no nation assigned in
105, and a different one in a different scenario. I need to
do a comprehensive review of all types in all scenarios to
insure the nation/service field is correct. It is unclear
how that value can ever be zero. This will be done by
tomorrows microupdate.
And the Q2M1 was called Q2W1 in the documentation (the RHS
plane lists) - improperly. The database is correct - the
M indicates manufacturer.
105, and a different one in a different scenario. I need to
do a comprehensive review of all types in all scenarios to
insure the nation/service field is correct. It is unclear
how that value can ever be zero. This will be done by
tomorrows microupdate.
And the Q2M1 was called Q2W1 in the documentation (the RHS
plane lists) - improperly. The database is correct - the
M indicates manufacturer.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: update link and update plan
A report that an RTN torpedo boat was invisible led me to do a comprehensive ship art review for both sides. Allied ship are had no issues (never mind there is a lot more of it). Axis ship art had two missing sides and one side changed, and a number of shils added. So be sure to copy the art folder even if you are updating instead of performing an original install.
A report of trouble with loading torpedoes led me to do a series of tests, to define an RHS convention re load-cost which is essentially identical to stock, and then to redo every torpedo device in every scenario. RHS has many depth charge devices - not only for different depth charges but for different patterns using the same depth charges. With one exception (the massive RN Mark X DC) using a single DC weight permits reloading properly. It appears there is no mechanism to model the actual ordnance consumption by weight for a pattern of depth charges - and indeed similarly the system does not seem directly to consume gun ammunition by actual weight of shots fired either. The rearming process is semi-abstract - and the "load weight" is used as one factor in determining if reloading may happen?
Otherwise I completed the integration of aircraft and location files relative to production of aircraft. I also completed the review of US locations relative to infrastructure and industry. And revised Luzon because it is more or less at the
center of the game chessboard. I was able to determine that certain airfields and ports should not exist, or vice versa, that they were built in the 1920s or 1930s -
and revised the locations accordingly. Eleven ships had to change ports because the port they were assigned to is no longer a port.
Working on those ships I became aware that there were ships in even numbered (simplified RHS) scenarios which should not be present. Simplified RHS has virtually no schooners, ferries or HDMLs, river boom vessels nor any vessels on landlocked waterways. Nor are there any ghost submarines. These measures are taken to simplify generating a turn and to help AI in a game vs AI.
What remains is to see if I can add some air art and to revise the pwhexe files.
NEW LINK BELOW
A report of trouble with loading torpedoes led me to do a series of tests, to define an RHS convention re load-cost which is essentially identical to stock, and then to redo every torpedo device in every scenario. RHS has many depth charge devices - not only for different depth charges but for different patterns using the same depth charges. With one exception (the massive RN Mark X DC) using a single DC weight permits reloading properly. It appears there is no mechanism to model the actual ordnance consumption by weight for a pattern of depth charges - and indeed similarly the system does not seem directly to consume gun ammunition by actual weight of shots fired either. The rearming process is semi-abstract - and the "load weight" is used as one factor in determining if reloading may happen?
Otherwise I completed the integration of aircraft and location files relative to production of aircraft. I also completed the review of US locations relative to infrastructure and industry. And revised Luzon because it is more or less at the
center of the game chessboard. I was able to determine that certain airfields and ports should not exist, or vice versa, that they were built in the 1920s or 1930s -
and revised the locations accordingly. Eleven ships had to change ports because the port they were assigned to is no longer a port.
Working on those ships I became aware that there were ships in even numbered (simplified RHS) scenarios which should not be present. Simplified RHS has virtually no schooners, ferries or HDMLs, river boom vessels nor any vessels on landlocked waterways. Nor are there any ghost submarines. These measures are taken to simplify generating a turn and to help AI in a game vs AI.
What remains is to see if I can add some air art and to revise the pwhexe files.
NEW LINK BELOW
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: update link and update plan
ORIGINAL: Yaab
It works with the latest beta.
That is correct. RHS depends on things like the weapon codes added by
the beta. In fact, apparently one code - for ASW - was added at our request -
since as far as I am aware no other mod has any air ASW weapons to exploit it.
There are a few lesser reasons to use the beta as well - and also they beta
increases information useful to players and options for players.
RE: RHS: RHS Design Thread: update link and update plan
el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
RE: RHS: RHS Design Thread: update link and update plan
ORIGINAL: General Patton
el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
RE: RHS: RHS Design Thread: update link and update plan
Just looking around the aircraft device data - i see the 20mm cannon (Japan 99-2) has a huge boost to effectivenes vs stock i.e. from 4 up to 14. Does this mean the Jap planes with 20mm will perform significantly better in RHS or are there other factors that even things out?
RE: RHS: RHS Design Thread: update link and update plan
ORIGINAL: General Patton
ORIGINAL: General Patton
el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP
Well I have just run 1st turn, and after watching PH attack I have give up. Kate did not carry torpedo anymore
I did not read all this stuff here, maybe it was wrong scenario. Mod is already deleted, but scenario I have try to play was the one with AI in name.
RE: RHS: RHS Design Thread: update link and update plan
ORIGINAL: General Patton
ORIGINAL: General Patton
el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP
I installed the AE and the RHS in the default RHS folder which is C:\RHS. I suffered data problems when installing AE/RHS in non-default folders.
RE: RHS: RHS Design Thread: update link and update plan
ORIGINAL: Yaab
ORIGINAL: General Patton
ORIGINAL: General Patton
el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP
I installed the AE and the RHS in the default RHS folder which is C:\RHS. I suffered data problems when installing AE/RHS in non-default folders.
Yaab, I have a folder/seperate install of WITPAE. In fact I have 6 such folders. A thru F. D is AE with chemkids topo extended map, one of DBB's scenarios and RHS. I simply installed the RHS mod on my machine and then, Much like RA, moved the art, and other files into the appropriate file in the "D" AE folder. It has worked so far. Although I haven't checked places like China yet, where it looks like there are a few changes. Give it a try and if it doesn't work, post here and I will get into more detail as to what I did....GP
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
RE: RHS: RHS Design Thread: update link and update plan
ORIGINAL: MrKane
ORIGINAL: General Patton
ORIGINAL: General Patton
el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP
Well I have just run 1st turn, and after watching PH attack I have give up. Kate did not carry torpedo anymore![]()
I did not read all this stuff here, maybe it was wrong scenario. Mod is already deleted, but scenario I have try to play was the one with AI in name.
MrKane, Don't give up. Reinstall and try scenario 99. Keep in mind, that sometimes they don't use there torps. I don't play the japanese side so I don't know if the torps were taken away, but I do remember a thread about a year ago were someone said the kates didn't use there torps. I believe most people here said it was probably a die roll thing....GP
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: update link and update plan
This is a somewhat delayed and more comprehensive than expected
microupdate.
It involves responding to reports from playtesters, from erata hunters,
and things discovered in the process of investigating various issues.
I also checked numbers of things to insure a consistent set of data.
For example, all map edge entry points for units and/or supplies (etc)
were checked to insure they use the most current RHS definitions
of what should be there. These map edge entry points are critical
to the Allies. There are numbers of them in RHS - some of them
identical to stock - others unique to RHS. Some are theoretical
in that units cannot actually leave by them or enter from them,
but they represent both sources of supply and fall back points
where units in fact could leave the map. It is possible some of them
may become actual exit/entry points in future. But they exist for two
reasons: so points supplies enter the map IRL are modeled, and
so that, if captured, the victory value of that is modeled as well. As
a rule, the value of a location at the map edge, in victory point terms,
is ten times as high for the Axis as it is for the Allies - because it
is so hard to get there.
Some playtesters felt that it was "too easy for Japan logistically" to
go long distances. Conversely, I feel it is sometimes "too easy for
the Allies to move forces but not need to move the vital supplies to
feed them which really needed to be moved" - because the very
simple supply system means any locally generated supply point will
turn into anything you need. So I reviewed many locations, in
particular in the places Japan must take, and/or the Allies could
retake, in most campaigns. I did find that RHS was in somecases
"overdeveloped" - because years ago I used "what is there" as a
model for a location. Since then I have found ways, and new data
has appeared, permitting better modeling "what was there in 1941"
to be used instead. This has resulted in dozens of locations with
no developed ports or airfields turning into "dot locations" vice
flagged locations. Some of these have a lot of economic production
anyway - others none at all. Do not assume a dot is not important
economically - or in its base potential. Look to know. Overall,
many locations lost industry, but others were found to have been
understated for various reasons. Even so, total industry counts
fell somewhat, never mind more locations were added - to the extent
we cannot do that any more. This was mainly done with a view
to "explaining" why there are roads or railroads in the art? Also
where it would help a local economy work better. Much of this
last set of updates has focused on making the economics more automatic,
both for AI and for players.
I found that Russian aircraft production had not been adapted fully
for the "simplified RHS" scenarios (i.e. even numbered ones). That
means the dates of production are one month later - and that the
production rates at factories are entirely set to start - with no "damaged"
factories. This is because "full RHS" scenarios have "ramp up" of
production - but that means players must manage investment in the
damaged factories. [This should NOT be done BEFORE the start of
production date - otherwise the production will not ramp up.] In simplified
RHS ramp up is crudely simulated by delayed production start - and
there is nothing to repair.
Certain device issues were investigated and certain units were changed
in location. Both Tata Airline base forces were in the same hex - instead
of one in each of the intended hexes. Tata Airline starts the war with
almost no equipment - and each base force has only one aviation support
squad. But eventually the future India Air Line (originally named for the
founder) matters - and balances somewhat the state owned airlines of
Japan and Manchukuo. When a unit was found to have a problem of
any sort, it was fixed - as RHS policy is "fix it now" - lest we forget. This
review uncovered numbers of issues which had been left for "some day" -
some day is now.
Scenario 106 - which is not yet playable except as a 1945 test bed -
gained many locations which were developed during the war, or which
are on a different side in 1945. Many units were 9999ed out - as they
no longer exist - no reason to trouble the program looking at them. This
development work has a long way to go - but is now substantially underway.
106 is a full map Downfall Scenario. Like stock, it also permits kamakaze
aircraft. And like all simplified RHS scenarios, it has no training air units.
Trainers exist at about 10% of their numbers only for use as emergency
attack aircraft. 106 in RHS has numbers of electronic warfare, missile
and other special devices. You have USN SAMs and SSNs (Loon and Lark),
not just Axis missiles. Also ASMs - e.g. Bat. And some remarkable aircraft.
Two types have been removed for now - pending art - the B-36 and the B-45 -
we have side art but (a) need tops and (b) the side art is not in the present
filmstrips.
The last thing done was identify pwhexe changes required. Many are needed
due to population revisions in the data - affecting RHS definitions of Urban Light
and Urban Heavy (or neither). I also found the Irrawaddy is not navigable all the
way - so we will shorten it by one port. I am not going to do the pwhexe hex
files and, possibly, add a bit of air art.
No art changed since the last update - but if you are new to RHS or have not
updated in several revisions - be sure the art folder is copied, not just the SCEN
folder. The same applies to the pwhexe folder - no changes this time. The
documentation folder has a new urban hex definitions file - which will detail what
hexes will change to or from Urban Light, Urban Heavy or neither?
I estimate it will take a few days to issue the "final" and "official release" version -
which will be called 6.0 (for technical reasons).
Revised link below.
microupdate.
It involves responding to reports from playtesters, from erata hunters,
and things discovered in the process of investigating various issues.
I also checked numbers of things to insure a consistent set of data.
For example, all map edge entry points for units and/or supplies (etc)
were checked to insure they use the most current RHS definitions
of what should be there. These map edge entry points are critical
to the Allies. There are numbers of them in RHS - some of them
identical to stock - others unique to RHS. Some are theoretical
in that units cannot actually leave by them or enter from them,
but they represent both sources of supply and fall back points
where units in fact could leave the map. It is possible some of them
may become actual exit/entry points in future. But they exist for two
reasons: so points supplies enter the map IRL are modeled, and
so that, if captured, the victory value of that is modeled as well. As
a rule, the value of a location at the map edge, in victory point terms,
is ten times as high for the Axis as it is for the Allies - because it
is so hard to get there.
Some playtesters felt that it was "too easy for Japan logistically" to
go long distances. Conversely, I feel it is sometimes "too easy for
the Allies to move forces but not need to move the vital supplies to
feed them which really needed to be moved" - because the very
simple supply system means any locally generated supply point will
turn into anything you need. So I reviewed many locations, in
particular in the places Japan must take, and/or the Allies could
retake, in most campaigns. I did find that RHS was in somecases
"overdeveloped" - because years ago I used "what is there" as a
model for a location. Since then I have found ways, and new data
has appeared, permitting better modeling "what was there in 1941"
to be used instead. This has resulted in dozens of locations with
no developed ports or airfields turning into "dot locations" vice
flagged locations. Some of these have a lot of economic production
anyway - others none at all. Do not assume a dot is not important
economically - or in its base potential. Look to know. Overall,
many locations lost industry, but others were found to have been
understated for various reasons. Even so, total industry counts
fell somewhat, never mind more locations were added - to the extent
we cannot do that any more. This was mainly done with a view
to "explaining" why there are roads or railroads in the art? Also
where it would help a local economy work better. Much of this
last set of updates has focused on making the economics more automatic,
both for AI and for players.
I found that Russian aircraft production had not been adapted fully
for the "simplified RHS" scenarios (i.e. even numbered ones). That
means the dates of production are one month later - and that the
production rates at factories are entirely set to start - with no "damaged"
factories. This is because "full RHS" scenarios have "ramp up" of
production - but that means players must manage investment in the
damaged factories. [This should NOT be done BEFORE the start of
production date - otherwise the production will not ramp up.] In simplified
RHS ramp up is crudely simulated by delayed production start - and
there is nothing to repair.
Certain device issues were investigated and certain units were changed
in location. Both Tata Airline base forces were in the same hex - instead
of one in each of the intended hexes. Tata Airline starts the war with
almost no equipment - and each base force has only one aviation support
squad. But eventually the future India Air Line (originally named for the
founder) matters - and balances somewhat the state owned airlines of
Japan and Manchukuo. When a unit was found to have a problem of
any sort, it was fixed - as RHS policy is "fix it now" - lest we forget. This
review uncovered numbers of issues which had been left for "some day" -
some day is now.
Scenario 106 - which is not yet playable except as a 1945 test bed -
gained many locations which were developed during the war, or which
are on a different side in 1945. Many units were 9999ed out - as they
no longer exist - no reason to trouble the program looking at them. This
development work has a long way to go - but is now substantially underway.
106 is a full map Downfall Scenario. Like stock, it also permits kamakaze
aircraft. And like all simplified RHS scenarios, it has no training air units.
Trainers exist at about 10% of their numbers only for use as emergency
attack aircraft. 106 in RHS has numbers of electronic warfare, missile
and other special devices. You have USN SAMs and SSNs (Loon and Lark),
not just Axis missiles. Also ASMs - e.g. Bat. And some remarkable aircraft.
Two types have been removed for now - pending art - the B-36 and the B-45 -
we have side art but (a) need tops and (b) the side art is not in the present
filmstrips.
The last thing done was identify pwhexe changes required. Many are needed
due to population revisions in the data - affecting RHS definitions of Urban Light
and Urban Heavy (or neither). I also found the Irrawaddy is not navigable all the
way - so we will shorten it by one port. I am not going to do the pwhexe hex
files and, possibly, add a bit of air art.
No art changed since the last update - but if you are new to RHS or have not
updated in several revisions - be sure the art folder is copied, not just the SCEN
folder. The same applies to the pwhexe folder - no changes this time. The
documentation folder has a new urban hex definitions file - which will detail what
hexes will change to or from Urban Light, Urban Heavy or neither?
I estimate it will take a few days to issue the "final" and "official release" version -
which will be called 6.0 (for technical reasons).
Revised link below.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: update link and update plan
ORIGINAL: General Patton
ORIGINAL: General Patton
el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP
edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.
el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP
I will send my address to you. I will send it to anyone with questions or technical observations of any kind.
RHS is a team effort, modeled in part on CHS of WITP days, but with a much more open system. Because we have
several scenarios we can use ideas in some even if not in all. About half of all RHS concepts are from forum
members not otherwise involved in development - just making suggestions. That is a lot of ideas - RHS is feature
rich because we take suggestions and listen to criticism when possible. We PREFER to make changes and try NOT
to reject suggestions.
RE: RHS: RHS Design Thread: update link and update plan
el cid again, I'll await your email....GP
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: pwhexe update documentation and planning
In order to do the pwhexe files properly - and not have to go back -
I organized a plan. The original intent was to determine which
hexes need to be Urban Heavy (UH), Urban Light (UL), or
possibly convert back to clear or jungle or mountain jungle?
These changes because (a) I have better 1941 population data
and (b) because RHS defines urban hexes by population.
So there is a significantly revised Excel spreadsheet defining
these changes. The next edition of the RHS Urban Hexes Defined
spreadsheet will drop off many of the notes and all locations
that are no longer UL or UH. But THIS one is the working document
from which changes will be made - and includes FORMER UL and
UH hexes as well as present and FUTURE ones.
The process of reviewing something like 1800 slots caused
a number of eratta to appear. RHS also defines garrison requirements
and victory points on a population scale - so changes in population
change them as well. [There is also a bit of judgment - a location
can get a higher rating if it is "important" for example. Generally
that means 50% more victory points and another bump in garrison
requirements.]
Along the way I discovered data on the Portugese garrisons. We
actually had slots for both. The "Dili Detachment" isn't Dutch - it is
Portugese! And the "Macao Political Section" (created because
I was told there was no garrison in WW2 when visiting the area)
is now the Macao Garrison. I also know the names of the officers
in command, so they were added to leaders.
Two or three locations changed sides, three or four were deleted
and an inventory of blank slots was made - we have about 40 -
which is better than I thought. It permits later additions. Five or
six units changed squad counts for technical reasons. A few
locations changed their industry device counts - again for technical
reasons. I do not plan to revisit the data files except to resolve
reported problems.
Pwhexe files will start being released tomorrow. I may do all
the seasons at once - that is - all Winter files - followed by all Spring
files - etc.
Use updated link two panels below
I organized a plan. The original intent was to determine which
hexes need to be Urban Heavy (UH), Urban Light (UL), or
possibly convert back to clear or jungle or mountain jungle?
These changes because (a) I have better 1941 population data
and (b) because RHS defines urban hexes by population.
So there is a significantly revised Excel spreadsheet defining
these changes. The next edition of the RHS Urban Hexes Defined
spreadsheet will drop off many of the notes and all locations
that are no longer UL or UH. But THIS one is the working document
from which changes will be made - and includes FORMER UL and
UH hexes as well as present and FUTURE ones.
The process of reviewing something like 1800 slots caused
a number of eratta to appear. RHS also defines garrison requirements
and victory points on a population scale - so changes in population
change them as well. [There is also a bit of judgment - a location
can get a higher rating if it is "important" for example. Generally
that means 50% more victory points and another bump in garrison
requirements.]
Along the way I discovered data on the Portugese garrisons. We
actually had slots for both. The "Dili Detachment" isn't Dutch - it is
Portugese! And the "Macao Political Section" (created because
I was told there was no garrison in WW2 when visiting the area)
is now the Macao Garrison. I also know the names of the officers
in command, so they were added to leaders.
Two or three locations changed sides, three or four were deleted
and an inventory of blank slots was made - we have about 40 -
which is better than I thought. It permits later additions. Five or
six units changed squad counts for technical reasons. A few
locations changed their industry device counts - again for technical
reasons. I do not plan to revisit the data files except to resolve
reported problems.
Pwhexe files will start being released tomorrow. I may do all
the seasons at once - that is - all Winter files - followed by all Spring
files - etc.
Use updated link two panels below
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: Urban Hexes Defined Spreadsheet
RHS Urban Hexes & Future Pwhex Edition Change Plan
Slot Name Map X Map Y Manpower Centers Code Pwhexe Axix VP Allied VP Axis Garrison Allied Garrison
225 Hakata 103 57 6 UL 15 150 40 80
228 Hiroshima & Kure 106 58 4 UL 15 150 70 140
231 Kobe 108 59 16 UH 30 300 100 200 Special Case due to Industry > 700
236 Ota [Gumma Pref[ 113 59 5 UL 10 100 20 40
242 Nagasaki & Sasebo 102 58 4 UH 30 300 80 160 Special Case due density & Industry > 700
243 Nagoya 111 60 15 UH 20 200 50 100
246 Osaka & Kyoto 109 59 51 UH 30 300 80 160 Special Case due to Industry > 700
247 Sapporo 120 51 5 UL 15 150 30 60
248 Sendai 117 58 5 UL 15 150 30 60
252 Tokyo 114 60 68 UH 30 300 100 200 Special Case due to Industry > 700
254 Ise & Tsu 110 60 5 UL 15 150 30 60
257 Yokohama & Yokosuka 113 61 16 UH 30 300 100 200 Special Case due to Industry > 700
312 Keijo 103 50 7 UL 15 45 30 30 Special Case: Capital
329 Taipei 87 63 11 UL Note 1 15 75 60 60 Special Case: Capital Note 1
330 Takao 84 65 7 UL 15 75 30 30
336 Hsinking 106 41 4 UL 15 75 30 30 Special Case: Capital
344 Harbin 109 39 9 UL 15 75 30 30
353 Mukden 104 42 5 UH Note 2 15 75 30 30 Note 2
362 Dairen 100 44 9 UL 10 50 20 20
369 Canton 77 59 10 UH 20 60 40 40
371 Chefoo 98 46 12 UH 20 60 40 40
373 Foochow 86 60 6 UL 10 30 20 20
376 Hankow/Wuhan 85 50 6 UL 15 15 30 30
379 Kaifeng 89 44 5 UL 15 15 30 30
387 Nanchang 85 54 3 UL Note 3 10 10 20 20
388 Nanking 91 52 10 UH 30 90 60 60 Special Case: Capital
390 Ningpo 92 56 4 UL 10 30 20 20
391 Paoting 94 40 4 UL 10 30 20 20
392 Peiping 95 39 20 UH 30 90 60 60 Special Case: Capital
393 Shanghai 92 55 30 UH 30 90 60 60 Special Case due to Industry > 700
397 Suchow 91 47 11 UH 20 60 40 40
402 Tientsin 95 41 26 UH 20 60 40 40
403 Tsinan 93 44 17 UH 20 60 40 40
405 Tsingtao 95 47 10 UH 20 60 40 40
407 Wuchang/Wulan 84 51 5 UL 15 15 30 30
411 Hanyang/Wuhan 84 50 5 UL 15 15 30 30
423 Hanoi 68 56 13 UH 20 20 40 40
435 Saigon 60 71 13 UH 20 20 40 40
443 Bangkok 56 62 10 UH 30 30 60 60 Special Case: Capital
506 Los Angeles 225 76 30 + 7 UH 300 30 160 80 180/90 garrison in Scenario 106 due to Level 9 port.
513 Portland 213 56 8 + 6 UH 200 20 80 40 Special Case: UH due to density.
518 San Diego 227 78 4 + 1 UH 200 20 80 40 Special Case: UH due to density.
519 San Francisco 218 70 6 + 2 UH 300 30 100 50 Special Case: UH due to density and >700 Industry.
524 Seattle 212 52 4 + 1 UH 200 20 80 40 Special Case: UH due to density.
527 Tacoma & Renton 211 53 2 + 1 UL 30 3 20 10
584 Pearl Harbor 180 107 3 + 1 TM 75 15 30 30 Special Case: Theater HQ; Terrain = Mountain Jungle
631 Manila 79 77 6 UH Note 2 15 15 60 30 Special Case: Theater HQ
642 Davao 79 91 2 UL Note 4 10 10 10 10 Special Case: Significant Japanese Population
706 Rangoon 54 53 16 UH 30 30 30 60 Special Case: Capital
715 Georgetown 49 74 6 UL 10 10 20 20
716 Johore Bahru 50 83 5 UL 10 10 20 20
718 Kuala Lumpur 49 79 5 UL 10 10 20 20
722 Singapore 50 84 10 UH 30 30 70 70 Special Case: Theater HQ
810 Hong Kong 77 61 16 UH 60 20 40 40
822 Agra 50 19 3 UL Note 3 15 3 0 0
824 Ahmedabad 41 18 6 UL 50 10 10 20
828 Amritsar 55 11 4 CL Note 2 15 3 5 10
829 Asanol 53 34 4 CL Note 2 15 3 5 10
830 Bangalore 32 37 3 UH Note 4 50 10 10 20
836 Bikaner 49 13 5 UL Note 5 15 3 5 10 No garrison from 1887
837 Bombay 36 24 15 UH 150 30 40 80
838 Calcutta 52 37 10 UH 150 30 30 20
840 Cawnpore 51 23 5 UL 50 10 10 20
841 Chittagong 55 41 9 UL 50 10 10 20
847 Dacca 56 38 2 UL Note 3 15 3 5 10
848 New Dehli 52 17 10 UH 150 30 30 60 Special Case: Capital
853 Gorakhpur 54 26 5 CL Note 2 50 10 10 20
855 Howrah 52 36 4 UL 50 10 0 0 No garrison from 1760
856 Hyderabad AP 39 32 7 UH Note 2 50 10 10 20
857 Hyderabad Sind 42 10 7 UL 100 10 10 20
860 Jaipur 48 17 6 UL 50 10 0 0 Not garrisoned after 1876
865 Karachi 40 8 4 + 3 UH 300 30 60 60 Special Case: UH due to Density and location.
867 Lahore 55 10 7 UH Note 2 50 10 5 10
869 Lucknow 52 23 4 UH Note 2 50 10 5 10
870 Ludhaina 55 12 7 UL 50 10 0 0 Not garrisoned after 1854
871 Madras 35 40 8 UH 200 40 20 40 Special Case: UH due to Density.
874 Meerut 53 18 8 UL 50 10 5 10
876 Multan 50 9 12 UH 200 40 20 40
879 Patna 54 20 4 UL 10 2 10 40
878 Nagpur 44 28 3 UL Note 3 10 2 0 0
880 Poona 36 26 3 UL Note 3 15 3 0 0
883 Rawalpindi 58 6 9 UL 100 10 10 20
890 Trichinopoly 31 41 4 UH Note 2 50 10 10 20
892 Vizag 42 37 4 UL 50 10 5 10
893 Peshawar 58 5 9 UL 300 30 15 30
905 Adelaide 75 163 4 + 2 UL 100 10 40 20
913 Brisbane 96 160 4 UL 150 15 60 30
942 Melbourne 82 170 13 UH 300 30 160 80
947 Perth 49 147 3 UL Note 3 30 3 20 10
955 Sydney 90 167 16 UH 300 30 160 80 90/180 Garrison in Scenario 106 due to Port Level 9.
1033 Auckland 115 185 5 UL 150 15 30 15 Special Case: Capital
1045 Wellington 112 191 5 UL 150 15 30 15 Special Case due to Location
1065 Hsiang T'an 81 53 4 UL 15 15 30 30 Iron smelters
1068 Calgary 214 40 1 UL Note 3 30 3 20 10
1077 Vancouver 209 49 4 + 2 UL 150 15 60 30
1086 Changsha 82 52 12 UH 30 30 60 60 Special Case due to Location
1088 Chengchow 88 44 11 UH 30 30 60 60 Special Case due to Location
1089 Chengtu 75 41 19 UH 300 30 60 60 Special Case due to Location
1091 Chunking 76 45 197 UH 90 30 80 80 Special Case Capital
1093 Heng Yang 80 53 12 UH 20 20 40 40
1094 Loyang 87 43 10 UH 20 20 40 40
1095 Hwaiyin 92 50 6 UL 10 10 20 20
1099 Kukong 79 57 6 UL 10 10 20 20
1101 Kunming 69 48 11 UH 300 30 60 60 Special Case due to Location; National Redoubt
1102 Kweilin 76 54 9 UL 10 10 20 20
1104 Kweiyang 74 49 6 UL 45 15 30 30 Special Case: Defends only Primary Road LOC to Chunking
1105 Lanchow 81 34 7 UL 15 15 30 30
1106 Liu Chow 74 55 13 UL Note 1 30 30 60 60 Special Case: Defends "corner" of only RR/Primary Road LOC to Chunking
1108 Nanning 72 55 13 UH 30 30 60 60 Special Case due to Location
1109 Nanyang 85 45 17 UH 20 20 40 40
1111 Pakhoi 72 58 6 UL 10 10 20 20
1114 Pengpu 90 50 7 UL 10 10 20 20
1115 Nanping 86 57 4 UL 10 10 20 20
1116 Shaoyang 80 52 14 UH 20 20 40 40
1117 Sian 83 41 16 UH 90 30 60 60 Special Case due to Location.
1118 I Yang 81 52 6 UL Note 3 2 2 0 Former hex of Hsing T'an 1068
1121 Tsiaotso 88 52 4 UL 10 10 20 20
1124 Dihua 79 11 3 UL 30 3 15 15 Special Case: Independent Capital
1126 Wenchow 89 58 10 UH 20 20 40 40
1127 Wuchow 76 57 9 UL 20 20 40 40
1129 Yenan 88 37 8 UL 30 10 20 20
1134 Djambi 48 88 2 UL Note 6 9 3 10 10
1137 Medan 46 76 8 UL 10 10 20 20
1140 Palembang 48 91 5 UL 15 15 30 30
1150 Bandoeng 50 100 4 UL 15 15 30 30 Special Case: Capital
1152 Batavia 49 98 20 UH 20 20 40 40
1159 Semarang 53 102 4 UL 10 10 20 20
1160 Soerabaja 56 104 3 UL Note 3 3 3 15 15
1183 Makassar 65 106 1 UL Note 3 2 2 10 10
1205 Koeping 116 38 1 UL Note 7 3 3 10 10
1375 Krasnyoarsk 101 6 2 UL Note 3 150 15 60 30 Note 3
1392 Ulan Bator 96 23 4 UL 30 10 40 20
1394 Vladivostok 112 46 5 UL 45 15 100 50
1399 Alma Ata 80 2 6 UL Note 3 0 10 0 10 Note 3
1408 Paotow 92 34 4 UL 10 10 20 20
1440 Kaokeng 82 54 5 UL 10 10 20 20 Major Coal Mines
1606 Sui Ning 77 43 9 UL 30 10 20 20
1686 Ho Fei 88 50 9 UL 10 10 20 20
1728 Baoji 82 39 4 UL 30 10 20 20
Garrison Scale: Base Value for Pre War Owning Nation
VP Base Garrisom
10+ Population Centers (700+ Industry) 30 60 "Industry" = HI + LI + Shipyards + Refineries or Special Case (Capitol)
10+ Population Centers (Normal Case) 20 40
4-9 Population Centers 15 30 When a location is of unusual economic significance
4-9 Population Centers 10 20
0-3 Population Centers 3 15 When a location is of unusual economic significance
0-3 Population Centers (Special Case) 0 to 3 10 When politically vital to defend location for any reason
1-3 Population Centers (Normal Case) 2 0
0 Population Centers (Normal Case) 1 0
Level 10 Port in Hex add 20 Note 1: Should be recoded UH Note 4: Should be recoded Rough Jungle Note 7: Should be recoded Rough Forest
Level 9 Port in Hex add 10 Note 2: Should be recoded UL Note 5 Should be recoded Sand/Desert
Level 10 Airfield in Hex add 20 Note 3: Should be recoded Clear Note 6: Should be recoded Jungle
Slot Name Map X Map Y Roads Railroads Terrain Type Change Hexside Changes Notes
734 Manar 30 45 Trail NW,SE Primary SE Sec NW None NW from SEA to Both Shallow Draft Ferry Port
972 Rameswaram 30 44 Trail SE Sec NE Primary NE Sec SE Recode Coastal NE from BL to Land E from BL to NAVRVR Ferry Port
972 Rameswaram (Continued) SE from SEA to Both Shallow Draft
966 Ramanpathapuram 30 43 Pri W&NW Sec SW,NE&E Pri NE & SW Sec NW SW from BL to Land
No Slot No Name 31 44 None None W from BL to NAVRVR No Land
420 Da Lot [Capital] 73 71 Special Case: Capital of the Indochina Federation 1939-1945 Rough Jungle No Changes Needed Not Malarial
No Slot No Name 31 42 Secondary All Primary NE &SW
890 Trichonopoly 31 41 Secondary All But NE Primary NW & SW, Sec E, W & SE
353 Mukden 104 42 Pimary E Land E
273 Oki Shoto 108 56 Trail SE Navigable River SE
No Slot No Name 80 38 Land E
1120 Tienshui 81 38 Navigable River E
664 Ilolo 79 84 Trail SW vice SE Navigable River SW
647 Bacolod 78 85 Trail NE Navigable River NE
670 Dipilog 78 88 Trail NE Navigable River NE
677 Siquijor 78 87 Trail SW Navigable River SW
645 San Carlos 79 85 Trail E vice NW Navigable River E
1653 Bogo 80 85 Trail W Navigable River W
770 Mibini 80 87 Trail NE Navigable River NE
669 Ormoc 81 86 Trail SW Navigable River SW
1375 Krasnyarsk 101 6 Coastal
1400 Tomsk/USSR 101 3 Land SE
No Slot Lower Yellow River 92 49 Navigablle River SE&SW
No Slot No Name 63 43 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 64 42 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 64 43 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 65 42 Northern Irawaddy River Above Bhamo Major River vice Navigable River
1120 Tienshui 81 38 Northern Wei River Above Fu Feng Major River vice Navigable River
No Slot No Name 82 38 Northern Wei River Above Fu Feng Major River vice Navigable River
No Slot No Name 81 39 Northern Wei River Above Fu Feng Major River vice Navigable River
1728 No Name 82 39 Northern Wei River Above Fu Feng Major River vice Navigable River
1552 Tongchuan 84 40 Northern Jing River Above Sian Major River vice Navigable River
1887 Morgan 76 163 Primary W
905 Adelaide 75 163 Primary E
948 Port Augusta 75 159 Primary NW, Secondary SW & NE
Slot Name Map X Map Y Manpower Centers Code Pwhexe Axix VP Allied VP Axis Garrison Allied Garrison
225 Hakata 103 57 6 UL 15 150 40 80
228 Hiroshima & Kure 106 58 4 UL 15 150 70 140
231 Kobe 108 59 16 UH 30 300 100 200 Special Case due to Industry > 700
236 Ota [Gumma Pref[ 113 59 5 UL 10 100 20 40
242 Nagasaki & Sasebo 102 58 4 UH 30 300 80 160 Special Case due density & Industry > 700
243 Nagoya 111 60 15 UH 20 200 50 100
246 Osaka & Kyoto 109 59 51 UH 30 300 80 160 Special Case due to Industry > 700
247 Sapporo 120 51 5 UL 15 150 30 60
248 Sendai 117 58 5 UL 15 150 30 60
252 Tokyo 114 60 68 UH 30 300 100 200 Special Case due to Industry > 700
254 Ise & Tsu 110 60 5 UL 15 150 30 60
257 Yokohama & Yokosuka 113 61 16 UH 30 300 100 200 Special Case due to Industry > 700
312 Keijo 103 50 7 UL 15 45 30 30 Special Case: Capital
329 Taipei 87 63 11 UL Note 1 15 75 60 60 Special Case: Capital Note 1
330 Takao 84 65 7 UL 15 75 30 30
336 Hsinking 106 41 4 UL 15 75 30 30 Special Case: Capital
344 Harbin 109 39 9 UL 15 75 30 30
353 Mukden 104 42 5 UH Note 2 15 75 30 30 Note 2
362 Dairen 100 44 9 UL 10 50 20 20
369 Canton 77 59 10 UH 20 60 40 40
371 Chefoo 98 46 12 UH 20 60 40 40
373 Foochow 86 60 6 UL 10 30 20 20
376 Hankow/Wuhan 85 50 6 UL 15 15 30 30
379 Kaifeng 89 44 5 UL 15 15 30 30
387 Nanchang 85 54 3 UL Note 3 10 10 20 20
388 Nanking 91 52 10 UH 30 90 60 60 Special Case: Capital
390 Ningpo 92 56 4 UL 10 30 20 20
391 Paoting 94 40 4 UL 10 30 20 20
392 Peiping 95 39 20 UH 30 90 60 60 Special Case: Capital
393 Shanghai 92 55 30 UH 30 90 60 60 Special Case due to Industry > 700
397 Suchow 91 47 11 UH 20 60 40 40
402 Tientsin 95 41 26 UH 20 60 40 40
403 Tsinan 93 44 17 UH 20 60 40 40
405 Tsingtao 95 47 10 UH 20 60 40 40
407 Wuchang/Wulan 84 51 5 UL 15 15 30 30
411 Hanyang/Wuhan 84 50 5 UL 15 15 30 30
423 Hanoi 68 56 13 UH 20 20 40 40
435 Saigon 60 71 13 UH 20 20 40 40
443 Bangkok 56 62 10 UH 30 30 60 60 Special Case: Capital
506 Los Angeles 225 76 30 + 7 UH 300 30 160 80 180/90 garrison in Scenario 106 due to Level 9 port.
513 Portland 213 56 8 + 6 UH 200 20 80 40 Special Case: UH due to density.
518 San Diego 227 78 4 + 1 UH 200 20 80 40 Special Case: UH due to density.
519 San Francisco 218 70 6 + 2 UH 300 30 100 50 Special Case: UH due to density and >700 Industry.
524 Seattle 212 52 4 + 1 UH 200 20 80 40 Special Case: UH due to density.
527 Tacoma & Renton 211 53 2 + 1 UL 30 3 20 10
584 Pearl Harbor 180 107 3 + 1 TM 75 15 30 30 Special Case: Theater HQ; Terrain = Mountain Jungle
631 Manila 79 77 6 UH Note 2 15 15 60 30 Special Case: Theater HQ
642 Davao 79 91 2 UL Note 4 10 10 10 10 Special Case: Significant Japanese Population
706 Rangoon 54 53 16 UH 30 30 30 60 Special Case: Capital
715 Georgetown 49 74 6 UL 10 10 20 20
716 Johore Bahru 50 83 5 UL 10 10 20 20
718 Kuala Lumpur 49 79 5 UL 10 10 20 20
722 Singapore 50 84 10 UH 30 30 70 70 Special Case: Theater HQ
810 Hong Kong 77 61 16 UH 60 20 40 40
822 Agra 50 19 3 UL Note 3 15 3 0 0
824 Ahmedabad 41 18 6 UL 50 10 10 20
828 Amritsar 55 11 4 CL Note 2 15 3 5 10
829 Asanol 53 34 4 CL Note 2 15 3 5 10
830 Bangalore 32 37 3 UH Note 4 50 10 10 20
836 Bikaner 49 13 5 UL Note 5 15 3 5 10 No garrison from 1887
837 Bombay 36 24 15 UH 150 30 40 80
838 Calcutta 52 37 10 UH 150 30 30 20
840 Cawnpore 51 23 5 UL 50 10 10 20
841 Chittagong 55 41 9 UL 50 10 10 20
847 Dacca 56 38 2 UL Note 3 15 3 5 10
848 New Dehli 52 17 10 UH 150 30 30 60 Special Case: Capital
853 Gorakhpur 54 26 5 CL Note 2 50 10 10 20
855 Howrah 52 36 4 UL 50 10 0 0 No garrison from 1760
856 Hyderabad AP 39 32 7 UH Note 2 50 10 10 20
857 Hyderabad Sind 42 10 7 UL 100 10 10 20
860 Jaipur 48 17 6 UL 50 10 0 0 Not garrisoned after 1876
865 Karachi 40 8 4 + 3 UH 300 30 60 60 Special Case: UH due to Density and location.
867 Lahore 55 10 7 UH Note 2 50 10 5 10
869 Lucknow 52 23 4 UH Note 2 50 10 5 10
870 Ludhaina 55 12 7 UL 50 10 0 0 Not garrisoned after 1854
871 Madras 35 40 8 UH 200 40 20 40 Special Case: UH due to Density.
874 Meerut 53 18 8 UL 50 10 5 10
876 Multan 50 9 12 UH 200 40 20 40
879 Patna 54 20 4 UL 10 2 10 40
878 Nagpur 44 28 3 UL Note 3 10 2 0 0
880 Poona 36 26 3 UL Note 3 15 3 0 0
883 Rawalpindi 58 6 9 UL 100 10 10 20
890 Trichinopoly 31 41 4 UH Note 2 50 10 10 20
892 Vizag 42 37 4 UL 50 10 5 10
893 Peshawar 58 5 9 UL 300 30 15 30
905 Adelaide 75 163 4 + 2 UL 100 10 40 20
913 Brisbane 96 160 4 UL 150 15 60 30
942 Melbourne 82 170 13 UH 300 30 160 80
947 Perth 49 147 3 UL Note 3 30 3 20 10
955 Sydney 90 167 16 UH 300 30 160 80 90/180 Garrison in Scenario 106 due to Port Level 9.
1033 Auckland 115 185 5 UL 150 15 30 15 Special Case: Capital
1045 Wellington 112 191 5 UL 150 15 30 15 Special Case due to Location
1065 Hsiang T'an 81 53 4 UL 15 15 30 30 Iron smelters
1068 Calgary 214 40 1 UL Note 3 30 3 20 10
1077 Vancouver 209 49 4 + 2 UL 150 15 60 30
1086 Changsha 82 52 12 UH 30 30 60 60 Special Case due to Location
1088 Chengchow 88 44 11 UH 30 30 60 60 Special Case due to Location
1089 Chengtu 75 41 19 UH 300 30 60 60 Special Case due to Location
1091 Chunking 76 45 197 UH 90 30 80 80 Special Case Capital
1093 Heng Yang 80 53 12 UH 20 20 40 40
1094 Loyang 87 43 10 UH 20 20 40 40
1095 Hwaiyin 92 50 6 UL 10 10 20 20
1099 Kukong 79 57 6 UL 10 10 20 20
1101 Kunming 69 48 11 UH 300 30 60 60 Special Case due to Location; National Redoubt
1102 Kweilin 76 54 9 UL 10 10 20 20
1104 Kweiyang 74 49 6 UL 45 15 30 30 Special Case: Defends only Primary Road LOC to Chunking
1105 Lanchow 81 34 7 UL 15 15 30 30
1106 Liu Chow 74 55 13 UL Note 1 30 30 60 60 Special Case: Defends "corner" of only RR/Primary Road LOC to Chunking
1108 Nanning 72 55 13 UH 30 30 60 60 Special Case due to Location
1109 Nanyang 85 45 17 UH 20 20 40 40
1111 Pakhoi 72 58 6 UL 10 10 20 20
1114 Pengpu 90 50 7 UL 10 10 20 20
1115 Nanping 86 57 4 UL 10 10 20 20
1116 Shaoyang 80 52 14 UH 20 20 40 40
1117 Sian 83 41 16 UH 90 30 60 60 Special Case due to Location.
1118 I Yang 81 52 6 UL Note 3 2 2 0 Former hex of Hsing T'an 1068
1121 Tsiaotso 88 52 4 UL 10 10 20 20
1124 Dihua 79 11 3 UL 30 3 15 15 Special Case: Independent Capital
1126 Wenchow 89 58 10 UH 20 20 40 40
1127 Wuchow 76 57 9 UL 20 20 40 40
1129 Yenan 88 37 8 UL 30 10 20 20
1134 Djambi 48 88 2 UL Note 6 9 3 10 10
1137 Medan 46 76 8 UL 10 10 20 20
1140 Palembang 48 91 5 UL 15 15 30 30
1150 Bandoeng 50 100 4 UL 15 15 30 30 Special Case: Capital
1152 Batavia 49 98 20 UH 20 20 40 40
1159 Semarang 53 102 4 UL 10 10 20 20
1160 Soerabaja 56 104 3 UL Note 3 3 3 15 15
1183 Makassar 65 106 1 UL Note 3 2 2 10 10
1205 Koeping 116 38 1 UL Note 7 3 3 10 10
1375 Krasnyoarsk 101 6 2 UL Note 3 150 15 60 30 Note 3
1392 Ulan Bator 96 23 4 UL 30 10 40 20
1394 Vladivostok 112 46 5 UL 45 15 100 50
1399 Alma Ata 80 2 6 UL Note 3 0 10 0 10 Note 3
1408 Paotow 92 34 4 UL 10 10 20 20
1440 Kaokeng 82 54 5 UL 10 10 20 20 Major Coal Mines
1606 Sui Ning 77 43 9 UL 30 10 20 20
1686 Ho Fei 88 50 9 UL 10 10 20 20
1728 Baoji 82 39 4 UL 30 10 20 20
Garrison Scale: Base Value for Pre War Owning Nation
VP Base Garrisom
10+ Population Centers (700+ Industry) 30 60 "Industry" = HI + LI + Shipyards + Refineries or Special Case (Capitol)
10+ Population Centers (Normal Case) 20 40
4-9 Population Centers 15 30 When a location is of unusual economic significance
4-9 Population Centers 10 20
0-3 Population Centers 3 15 When a location is of unusual economic significance
0-3 Population Centers (Special Case) 0 to 3 10 When politically vital to defend location for any reason
1-3 Population Centers (Normal Case) 2 0
0 Population Centers (Normal Case) 1 0
Level 10 Port in Hex add 20 Note 1: Should be recoded UH Note 4: Should be recoded Rough Jungle Note 7: Should be recoded Rough Forest
Level 9 Port in Hex add 10 Note 2: Should be recoded UL Note 5 Should be recoded Sand/Desert
Level 10 Airfield in Hex add 20 Note 3: Should be recoded Clear Note 6: Should be recoded Jungle
Slot Name Map X Map Y Roads Railroads Terrain Type Change Hexside Changes Notes
734 Manar 30 45 Trail NW,SE Primary SE Sec NW None NW from SEA to Both Shallow Draft Ferry Port
972 Rameswaram 30 44 Trail SE Sec NE Primary NE Sec SE Recode Coastal NE from BL to Land E from BL to NAVRVR Ferry Port
972 Rameswaram (Continued) SE from SEA to Both Shallow Draft
966 Ramanpathapuram 30 43 Pri W&NW Sec SW,NE&E Pri NE & SW Sec NW SW from BL to Land
No Slot No Name 31 44 None None W from BL to NAVRVR No Land
420 Da Lot [Capital] 73 71 Special Case: Capital of the Indochina Federation 1939-1945 Rough Jungle No Changes Needed Not Malarial
No Slot No Name 31 42 Secondary All Primary NE &SW
890 Trichonopoly 31 41 Secondary All But NE Primary NW & SW, Sec E, W & SE
353 Mukden 104 42 Pimary E Land E
273 Oki Shoto 108 56 Trail SE Navigable River SE
No Slot No Name 80 38 Land E
1120 Tienshui 81 38 Navigable River E
664 Ilolo 79 84 Trail SW vice SE Navigable River SW
647 Bacolod 78 85 Trail NE Navigable River NE
670 Dipilog 78 88 Trail NE Navigable River NE
677 Siquijor 78 87 Trail SW Navigable River SW
645 San Carlos 79 85 Trail E vice NW Navigable River E
1653 Bogo 80 85 Trail W Navigable River W
770 Mibini 80 87 Trail NE Navigable River NE
669 Ormoc 81 86 Trail SW Navigable River SW
1375 Krasnyarsk 101 6 Coastal
1400 Tomsk/USSR 101 3 Land SE
No Slot Lower Yellow River 92 49 Navigablle River SE&SW
No Slot No Name 63 43 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 64 42 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 64 43 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 65 42 Northern Irawaddy River Above Bhamo Major River vice Navigable River
1120 Tienshui 81 38 Northern Wei River Above Fu Feng Major River vice Navigable River
No Slot No Name 82 38 Northern Wei River Above Fu Feng Major River vice Navigable River
No Slot No Name 81 39 Northern Wei River Above Fu Feng Major River vice Navigable River
1728 No Name 82 39 Northern Wei River Above Fu Feng Major River vice Navigable River
1552 Tongchuan 84 40 Northern Jing River Above Sian Major River vice Navigable River
1887 Morgan 76 163 Primary W
905 Adelaide 75 163 Primary E
948 Port Augusta 75 159 Primary NW, Secondary SW & NE
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: aircraft microupdate link
This is a somewhat unexpected microupdate after running computer vs computer
tests. It seems that simplified scenarios (i.e. even numbered scenarios)
didn't quite have aircraft and production locations fully in sync. Here the
aircraft and location files were modified slightly to fix that.
As well, a handful of aircraft were modified. The Pe-3bis Night Fighter was eliminated from all but scenarios 99 and 105 - since it was only built in prototype form. Both it
and the produced Pe-3 were modified in weapons and data as well, based on using
information obtained by Bill Gunston from the manufacturer in person, with access to the original documents. The A7He1 (aka He-112) and the A9He1 (aka He-100) also were modified slightly in performance, based on William Green's Warplanes of the Third Reich. Both of these latter actually made it to Japan - a dozen of the former and three of the latter - so both start in inventory. I reviewed but kept the similar Me-109E - three of which also were in Japan before the war - but no data was changed.
A few cases changed production dates by a month (for simplified scenarios) or
(one case) the upgrade path. Most changes affect even numbered scenarios, not
odd numbered ones. All these changes should automatically fold into ongoing games
if "YES" is answered to update the game with new data.
Use the link below
tests. It seems that simplified scenarios (i.e. even numbered scenarios)
didn't quite have aircraft and production locations fully in sync. Here the
aircraft and location files were modified slightly to fix that.
As well, a handful of aircraft were modified. The Pe-3bis Night Fighter was eliminated from all but scenarios 99 and 105 - since it was only built in prototype form. Both it
and the produced Pe-3 were modified in weapons and data as well, based on using
information obtained by Bill Gunston from the manufacturer in person, with access to the original documents. The A7He1 (aka He-112) and the A9He1 (aka He-100) also were modified slightly in performance, based on William Green's Warplanes of the Third Reich. Both of these latter actually made it to Japan - a dozen of the former and three of the latter - so both start in inventory. I reviewed but kept the similar Me-109E - three of which also were in Japan before the war - but no data was changed.
A few cases changed production dates by a month (for simplified scenarios) or
(one case) the upgrade path. Most changes affect even numbered scenarios, not
odd numbered ones. All these changes should automatically fold into ongoing games
if "YES" is answered to update the game with new data.
Use the link below

